242,144 Commits over 3,867 Days - 2.61cph!

Today
Merge: from main Tests: built all modes locally
Today
Batch map gameobjects, start disabled
Speculative fix for the inability to add assets to collections
Today
more art test
Today
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
Today
Merge from ai_wolf_iteration
Today
Fux compile errors
Today
server compile fix
Today
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Today
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
TongueAbility now highlights tongueable objects
Today
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
Today
Initial assets commit (LFS)
Today
Adjusted battering ram and ballista mount positions
Today
Initial commit Set up .gitattributes and .gitignore for LFS Initial code commit
Today
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
SimpleVehicleVisuals server compile fix
Today
Merge from ai_wolf_iteration
Today
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Today
Make wolf foundation jump more consistent
Today
Added melee and ranged shield impact slots to player model and viewmodel animators
Today
Initial commit Set up .gitattributes and .gitignore for LFS
Today
Stages box project materials Material changes Test stage Clean up Fix spam hopefully Merge branch 'main' of sbox-piecrumb
Today
Map updates and tests
Create TongueUI, will be used to highlight tongue-able objects Start TongueAbility, give existing Abilities custom Icons
Today
updated .proj + inputs
Today
Remove 2nd hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
Today
edited shield entity positions so the shields sit correctly in the hands
Today
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
Yesterday
Battering ram player model IK setup, added placeholder steering wheel
Yesterday
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
Yesterday
Add SerializedProperty IsPublic, IsField, IsProperty Only show properties in GameResource inspector that'll actually be serialised, Facepunch/sbox-issues#6656
Yesterday
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Yesterday
Merge from cctv_shoot_disable -> main
Yesterday
merge from ghost_sheet_fixes
Yesterday
set bike and horse mountables to animate cloth in worldspace
Yesterday
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
Yesterday
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
Yesterday
Merge from main
Yesterday
Merge from gesturepack
Yesterday
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
Yesterday
Tea items
Yesterday
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
Yesterday
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
Yesterday
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
Yesterday
Merge from main
Yesterday
Merge: from main Tests: none (trivial merge)
Yesterday
Merge from corrupt_prefab_handling
Yesterday
Node menu: list all scene refs https://files.facepunch.com/ziks/2024-10-23/sbox-dev_qisG1bsjT4.mp4
Yesterday
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning CMapGameObject's that generate model geometry are ignored by physicsbuilder ModelRenderer don't default to box if Model is null remove nav markup volumes from fgd TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 bakky icon