250,736 Commits over 3,959 Days - 2.64cph!

4 Months Ago
merge from world_update_2
4 Months Ago
Merge: from main Tests: editor compiled
4 Months Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later New styling - gradient background, mini icon, etc. Search widget Type / tag filters Asset categories / grouping Search impl Asset popup, will turn this into something more tooltip-oriented later Breadcrumbs Rebase fixes
4 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
4 Months Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately Fix access control error for custom GameResources Remove log Update Facepunch.ActionGraphs Make sure action graph debugger inits immediately Fix possible error when saving GameResource action graph Shorter ActionGraph diagnostic message category Update cached ActionGraphs when re-deserializing GameResources
4 Months Ago
Backups; pose collection, cine prefab variants
4 Months Ago
merge from world_update_2
4 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
4 Months Ago
merge from main
4 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
4 Months Ago
Merge from elevator_parenting_collision_improvements
4 Months Ago
Merge from main
4 Months Ago
Leaderboard backup, run #13996
4 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
4 Months Ago
merge from fix_ramp_wall_placement -> main
4 Months Ago
Fix wall placed beside ramp not able to be replaced after it's destroyed - applies to all walls: full size, half size, doorway, frame, window & low wall - https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
4 Months Ago
Merge from world_update_2
4 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
4 Months Ago
merge from fix_foundation_terrain_placement -> main
4 Months Ago
Update of map + quick resize of coins
4 Months Ago
4 Months Ago
Parent merge
4 Months Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
4 Months Ago
Merge from world_update_2
4 Months Ago
Map update and Wooden Crate
4 Months Ago
Fix foundations not being placeable when the middle is clipping into terrain or rocks - as long as one corner or edge of a foundation is still above the terrain, it will place - still block placement if the foundation is completely under the terrain - add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation) - applied to both square foundation and triangle foundation
4 Months Ago
Footsteps
4 Months Ago
Human: more skinning tweaks
4 Months Ago
Scale fists
4 Months Ago
Can punch stuff with phys
4 Months Ago
fakeshadow
4 Months Ago
Cleanup
4 Months Ago
Slight shader adjustments
4 Months Ago
Finalized prefabs.
4 Months Ago
Moving Platform Comp
4 Months Ago
Tileset layering fixes, bounds calculated per-layer
4 Months Ago
Converted hill cliffs generation to PlaceCliffsUniform
4 Months Ago
Lowered LOD distances on all cliffs
4 Months Ago
improvised shield
4 Months Ago
Added TilesetComponent.LayerDistance
4 Months Ago
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4 Months Ago
add smoothness and specular reflectivity multipliers to splat base layers
4 Months Ago
re-exported viewmodel mesh fbx to face positive z
4 Months Ago
Always do light footstep particles
4 Months Ago
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
4 Months Ago
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4 Months Ago
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
4 Months Ago
Better feedback from punching, particles when swinging, punching cancels running speed.
4 Months Ago
Added SFX for Punching, Swinging, and Breaking Punchables Added Punchable.IsBreakable so not all punchables can be destroyed
4 Months Ago
Case sensitive include (Linux compile fix)