242,165 Commits over 3,867 Days - 2.61cph!

Yesterday
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
Yesterday
Fix transition label tooltips not always updating
Yesterday
Added a very first pass of door controller tests using copypaste to load pre-built circuits
Yesterday
voice_chat_cctv -> main
Yesterday
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Yesterday
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
Yesterday
CMapGameObject's that generate model geometry are ignored by physicsbuilder
Yesterday
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
Yesterday
file naming and organising
Yesterday
SceneViewportWidget now refocuses last non-game viewport instead of last selected. Resolves play mode sometimes starting on an Empty Scene
Yesterday
Remove GunsmithWeapon
Yesterday
Shader supports texture scrolling
Yesterday
Rock - Override controller updated to use v3 anims
Yesterday
More autumn cleaning Removed Conquest / Vehicles - cool for hack week but not sure it fits the gamemode
Yesterday
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
Yesterday
Yesterday
Remove PlayerCameraOverrides, it's bullshit
Yesterday
Grid-aligned wires option https://files.facepunch.com/ziks/2024-10-22/sbox-dev_bUe9p89nrF.mp4
Yesterday
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
Yesterday
AssetInspector now hotloads when changes to the asset have been made. No longer have to click into something else and click back in. https://files.facepunch.com/CarsonKompon/2024/October/22_09-47-StaleImperialeagle.mp4
Yesterday
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
Yesterday
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
Yesterday
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
Yesterday
Use project root path as root for asset browser stuff Hide hidden files & folders Icons for assets, code, libraries, exports, localization, projectsettings folders https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png Hide .sbox folder Open non-asset files (e.g. .cs files) when double clicked too
2 Days Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
2 Days Ago
Trigger fixes. Remove log spam.
2 Days Ago
Focus last selected SceneViewport when leaving Play Mode. Resolves Facepunch/sbox-issues#6605
2 Days Ago
merge from main
2 Days Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
2 Days Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
2 Days Ago
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
2 Days Ago
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
2 Days Ago
Eyes rotate with platforms https://files.facepunch.com/7b4e58ef-cc50-4e2d-b7ef-8f8a8cd2161d.mp4
2 Days Ago
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
2 Days Ago
Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594
2 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
2 Days Ago
Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4
2 Days Ago
Merge from copypaste -> main
2 Days Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
2 Days Ago
Remove / clean up old assets and poorly named stuff
2 Days Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
2 Days Ago
Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name )
2 Days Ago
Use SceneMeta instead of Name/Description
2 Days Ago
second noise layer for coverage
2 Days Ago
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
2 Days Ago
Adding new player anims
2 Days Ago
Updates to intro area and blockouts
2 Days Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
2 Days Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
2 Days Ago
Lets try making the player face correctly again Sub intro cutscene text Swap to models of platforms