243,337 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Add "MonumentScene" tag to all real monuments
4 Months Ago
Delete all scene spawner prefabs & monument scene outputs so we don't include any existing monuments that want to opt-out from conversion
4 Months Ago
Switch from a bool inside the `SceneToPrefab` component to using tags on the scenes to opt-in to output a scene - the prevents us from reserializing the source scenes and causing conflicts with other branches
4 Months Ago
Slight cleanup of code
4 Months Ago
Switch monument scenes to be opt-in rather than opt-out (to deal with all the non-monuments being included) Find monument scene spawners inside the /remapped/ directory instead of trying to remap every single prefab
4 Months Ago
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4 Months Ago
Implement CastRayMultiple, CastShapeMultiple
4 Months Ago
charger elite charger elite zombie runner, elite runner
4 Months Ago
Disable Master build config for Mac
4 Months Ago
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
4 Months Ago
merge from main -> monument_scenes
4 Months Ago
merge from timeline_tools
4 Months Ago
merge from boogie_board_force_fix
4 Months Ago
merge from seismicsensor_reset_fix
4 Months Ago
merge from car_door_destroy_fixes
4 Months Ago
merge from HorseTerrainHoles
4 Months Ago
merge from bike
4 Months Ago
merge from fix_compressed_tags_official -> main
4 Months Ago
Oops, DrawInstanced was needed !
4 Months Ago
Put commas between each compressed tag to fix all issues parsing them
4 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs
4 Months Ago
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4 Months Ago
merge from main -> biome_visuals_2
4 Months Ago
Trying out the Master build configuration for non-debug client builds (slower compiles but should run faster)
4 Months Ago
No need to respawn in SwapTeams Update facepunch.libevents
4 Months Ago
Merge main
4 Months Ago
merge from native_memory_stream -> main
4 Months Ago
Remove command used for testing
4 Months Ago
This doesn't need to be DrawInstanced Fix loading ui textures not updating when they finish loading
4 Months Ago
No need for ThreadStatic here
4 Months Ago
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
4 Months Ago
Merge from main -> native_memory_stream
4 Months Ago
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4 Months Ago
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4 Months Ago
Reset should probably use that local/world toggle too
4 Months Ago
Coastal rocks prefab tweaks
4 Months Ago
Added toggle for displaying transforms in local/world space, resolves Facepunch/sbox-issues#5019
4 Months Ago
Whitelist AggregateException
4 Months Ago
Leaderboard backup, run #12378
4 Months Ago
Added GM:OnPauseMenuShow This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press. The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu. Panel:GetFont works for RichText Hammer builds on newer C++ Windows toolset Limit GM:OnPauseMenuShow to ESC key
4 Months Ago
Handle exceptions when dispatching events Allow instant state transitions
4 Months Ago
Get keys from shortcut name in Option.cs
4 Months Ago
Kinematic rigidbody added to clients reprentation of players to allow appropriate triggers to run
4 Months Ago
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4 Months Ago
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4 Months Ago
Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override.
4 Months Ago
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4 Months Ago
Setup Food Cache Colliders and LOD's
4 Months Ago
Fix players being assigned spawn points twice each respawn (#165) Plant bomb at spawn point (#165) Ground players on spawn (#165)
4 Months Ago
m_nInstanceStepRate not used anywhere get rid c# managed vertexlayout, create layout automatically