225,833 Commits over 3,714 Days - 2.53cph!

3 Days Ago
rework to single layout and splitter, disable new tab creation for now
3 Days Ago
Fixed NRE when reopening a map with clustered vending machines
3 Days Ago
Cleanup
3 Days Ago
Update DepthOfField.cs FocalDistance approaching zero was causing a numeric issue and assert. Some DOF shader optims - Work in progress Some DOF optimisations including eliminating trig from pixel loop. This is Work in Progress, could do more optims here. Optimisations to Postprocessing shaders Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0 Merge branch 'master' into MDV---PostProcessing-optims Post processing optims / tidyups Depth of field & blur - several mods - trig. eliminated in loops + other minor improvements. DoF bug fixed when focal distance close to 0 previously asserted. math fixed. Merge branch 'MDV---PostProcessing-optims'
3 Days Ago
3 Days Ago
Post processing optims / tidyups Depth of field & blur - several mods - trig. eliminated in loops + other minor improvements. DoF bug fixed when focal distance close to 0 previously asserted. math fixed.
3 Days Ago
Hide / don't serialize SDF chunk components
3 Days Ago
Update RTC description and subtitle
3 Days Ago
Fix GameLoadingFlags.Developer Add missing [Flags] attributes
3 Days Ago
Fixes to restore some old and intended behavior, additional documentation EnumControlWidget: Use Title instead of Name in PaintControl Add GameObjectFlags.ProceduralBone Serialize GameObjectFlags, but selectively read them SkinnedModelRenderer sets bones directly, reads back procedural bones Make procedural bones a different color. allow toggling in inspector Download bones on main thread Try to avoid TransformChanged() getting called for each bone on animation When setting bind pose, also reset the animhelper Add SkinnedModelRenderer,ClearParameters Fix one frame without procedurals Start cleaning up menu bar Rate limit leaderboard queries Changed play button bind back to F5 Shadergraph: Add Tint node to grab the tint of the sceneobject Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png Add Mesh.UvDensity, needs to be calculated for texture streaming Calculate uv density for scene meshes Shadergraph: Add world space to tangent space to TransformNormal node Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg) Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png) Move Recent Scenes into its own section between Save All and Quit Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440) Add ability to grab underlying shader name from Material Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type ) TypeCode is already whitelisted, so no need to do that too here. Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4) HtmlEncode code-generated descriptions (so it can convert &amp, etc..) vtf project unused Save Scene default path is assets path winter coat and trapper hat LODs Read bone positions to GameObjects on first frame animate Fix Json.SerializeAsObject handling indexers Workout bones and attachments on first set model Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value Invalidate light cache when a light moves Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4 Mark citizen IK bones as hidden so gameobjects aren't created for them Add Sandbox.Filesystem and Sandbox.Compiling Fix unit tests not finding system assembly refs Remove AddGameWithPackageBase test - this is no longer supported Fix hotload fast path not using fast hotload Fix scene mesh export not remapping face indices Fix shitty hack on RenderScene() Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize() Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Wrapped method resume will get async keyword when wrapped method has it Fix tests Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855 ImpureAttribute to compliment PureAttribute Facepunch/sbox-issues#5499 Handle RootNamespace option in SimpleComponentTemplate Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better ActionGraph: don't qualify type names by assembly name Fixes Facepunch/sbox-issues#5473 Cleaning compiler Filesystem Cleanup Restore play mode toggle shortcut while focusing the game viewport Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490) Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500) Update template .gitignore to capture exclusion directories for Libraries Make editor startup with missing components more unlikely (but not totally fixed) Update DepthOfField.cs FocalDistance approaching zero was causing a numeric issue and assert. Merge pull request #1576 from Facepunch/DOF-fix Update DepthOfField.cs Fixed controller gamepad actions not working in FixedUpdate Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0) Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug Map instance uses vmap resource type for map name to be able to select map with asset browser Optimisations to Postprocessing shaders Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0 Embed the framework ref dlls instead of having them loose in bin/ref/ Move compiler tests to Sandbox.Compiling.Test Lets update the refs while we're here - v7.0.408 Support maps in ResourceStringControlWidget (local and cloud) Merge pull request #1567 from Facepunch/compiler-project Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler. Clear map when clearing map property Fix copying from map asset paths Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4 Independently Interpolated Transform Parts + Other Fixes (#1577) Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 ) Query pos/rot directly Query game package MaxPlayers when creating a lobby Query collision rules, CharacterController.UseCollisionRules (#1566) * Added `PhysicsWorld.GetCollisionRule(string left, string right)` * Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace` * Added `bool CharacterController.UseCollisionRules` * Update helper text in CollisionPage https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png Merge branch 'master' into MDV---PostProcessing-optims
3 Days Ago
elite spitter exploder elite exploder elite zombie runner elite runner charger elite charger
3 Days Ago
Query collision rules, CharacterController.UseCollisionRules (#1566) * Added `PhysicsWorld.GetCollisionRule(string left, string right)` * Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace` * Added `bool CharacterController.UseCollisionRules` * Update helper text in CollisionPage https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png
3 Days Ago
reduced small rubbish skip AO map size, set lid colliders to convex
3 Days Ago
More fixes
3 Days Ago
Player can now be looted while surrendering
Leaderboard backup, run #11778
3 Days Ago
Add surrender gesture action See BasePlayer.CurrentGestureIsSurrendering
3 Days Ago
Fixed other players not receiving chat
3 Days Ago
Revert lootpanel.bbq prefab
3 Days Ago
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
3 Days Ago
Enable fix unstuck again on move controller for bomb royale player
3 Days Ago
Added the ability for a looping gesture to hold their gesture after cancelling for a set number of seconds so we cna show the animation ending Converted the friendly gesture into a looping gesture (just cut up the existing anim for now, it looks bad) Applied to viewmodel and third person animations Manifest + some hood texture file metas
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Make Bomb Royale "Quick Play"
3 Days Ago
Query game package MaxPlayers when creating a lobby
3 Days Ago
Fix editor starting a new session on the death screen (I had to enable this for the sleeping_death_info_safezone branch, no longer needed)
3 Days Ago
Updated store page headers to webm/vp8 clips
3 Days Ago
Query pos/rot directly
3 Days Ago
Merge main -> Bikes
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Merge from main
3 Days Ago
Add some null checks to the oven loot panel to try and work around these warmup issues
3 Days Ago
Current state object becomes owned by new host when current host disconnects
3 Days Ago
Update bomb trace range. Player use capsule collider
3 Days Ago
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
3 Days Ago
Unsaved meta files
3 Days Ago
Merge from main -> analytics_server_profiling
3 Days Ago
Fixed stuttering Item Store and Hero (main menu) videos by disabling Skip On Drop, allowing the video to ignore any timing issues and just keep playing all frames when looping
3 Days Ago
Independently Interpolated Transform Parts + Other Fixes (#1577)
3 Days Ago
Fixed Update move
3 Days Ago
Don't show the duplicate bone name message if they're both triggers
3 Days Ago
Manifest
3 Days Ago
Merge main -> Bikes
3 Days Ago
Default every single SQLITE table to `fastmode` = true - `fastmode` also sets synchronous pragma from FULL -> NORMAL
3 Days Ago
Fix the demolish option being the default option when opening radial menu even though it's the last option
3 Days Ago
Full manifest rebuild
3 Days Ago
Don't show the patrol path if the cargo ship isn't active Don't show the patrol path if the cargo ship has begun it's egress Don't show the path for a harbor if the cargo ship has already docked at that harbor Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
3 Days Ago
Namespace
3 Days Ago
Final touches
3 Days Ago
Merge from main