249,518 Commits over 3,959 Days - 2.63cph!
Created RoomResource. Made Tools for generating RoomResources from prefabs.
Associate exit object with transform in resource. Updated all resources appropriately
Add IsStartingRoom to RoomResource
"Update Resource" -> "Save Resource"
Updated all the text rooms
Added Basic Map Generation.
https://files.facepunch.com/CarsonKompon/2024/July/18_00-14-TruthfulYosemitetoad.mp4
clown
reworked ogre
levelcreator
bank, money bag
meat
Updated third and first person animations for rock paper scissors gesture.
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Clear velocity internally when disabling motion
Rock paper scissors gesture anim progress + backups
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
Leaderboard backup, run #
12530
Fix terrain clipmaps being generated at the shadow map's position rather than the main camera's when rendering shadows
Merge latest izabu changes
Fix body cast shape (#113)
reworked cast result
Merge remote-tracking branch 'upstream/main'
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
Change player grabber to allow unfreezing
Rigid body motion disabled uses static, it doesn't make use of shadow controller so we just miss out on CCD if we use kinematic
Make sure rigidbody disables controller when motion is enabled
Move flip and rotate to paint tool
Enter to confirm rectangle
Re-implement handling void task exceptions
Move paint/erase to editor tools
updated shader
Re-implement ActionGraph.InvokeAsync
Update: Constraining Pool.Free - Step one
* Primary Pool.Free overload now only accepts IPooled types
* Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container.
* Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage)
* Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface.
Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points).
Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
Prefab changes on disk will update any instances in open scenes, even when the prefab's not open
Ignore deleted/stale assets in path lookup, unregister managed resource handles on deletion
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
Merge branch 'fix_managed_crawling'
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
Fix sliding down slopes, move to height of ground trace hit position
com.unity.memoryprofiler@1.1.0
Added heal visual to entities (green fade)
Create RoomManager and RoomExit components. Make a handful of test rooms
ifdef this shit out to see if it's slowing us down
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Cache CompiledActionGraph.BuildDelegate<T>()
Re-implement ActionGraph.Evaluate
Turn off trace solver and give box traces a small radius by default to see if anyone notices
Leaderboard backup, run #
12523
frontier hatchet updates
- 3p entity set up
- icon set up
- worldmodel set up
- projectile set up