249,518 Commits over 3,959 Days - 2.63cph!

6 Months Ago
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
6 Months Ago
clown reworked ogre levelcreator bank, money bag meat
6 Months Ago
Updated third and first person animations for rock paper scissors gesture.
6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
Clear velocity internally when disabling motion
6 Months Ago
Rock paper scissors gesture anim progress + backups
6 Months Ago
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
6 Months Ago
Leaderboard backup, run #12530
6 Months Ago
Fix terrain clipmaps being generated at the shadow map's position rather than the main camera's when rendering shadows
6 Months Ago
Merge latest izabu changes
6 Months Ago
SBOX changes
6 Months Ago
Fix body cast shape (#113) reworked cast result Merge remote-tracking branch 'upstream/main'
6 Months Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
6 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
6 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
6 Months Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
6 Months Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
6 Months Ago
Change player grabber to allow unfreezing
6 Months Ago
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
6 Months Ago
Make sure rigidbody disables controller when motion is enabled
6 Months Ago
More ui
6 Months Ago
Edge place
6 Months Ago
More tests
6 Months Ago
Move flip and rotate to paint tool
6 Months Ago
More logs
6 Months Ago
Enter to confirm rectangle
6 Months Ago
Re-implement handling void task exceptions
6 Months Ago
Clean up Rect tool
6 Months Ago
Take this delta
6 Months Ago
Margin
6 Months Ago
Move paint/erase to editor tools updated shader
6 Months Ago
Re-implement ActionGraph.InvokeAsync
6 Months Ago
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).
6 Months Ago
Prefab changes on disk will update any instances in open scenes, even when the prefab's not open
6 Months Ago
Ignore deleted/stale assets in path lookup, unregister managed resource handles on deletion
6 Months Ago
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects Merge branch 'fix_managed_crawling'
6 Months Ago
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
6 Months Ago
Fix sliding down slopes, move to height of ground trace hit position
6 Months Ago
6 Months Ago
Delete git submodules
6 Months Ago
com.unity.memoryprofiler@1.1.0
6 Months Ago
Added heal visual to entities (green fade) Create RoomManager and RoomExit components. Make a handful of test rooms
6 Months Ago
ifdef this shit out to see if it's slowing us down
6 Months Ago
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6 Months Ago
Cache CompiledActionGraph.BuildDelegate<T>() Re-implement ActionGraph.Evaluate
6 Months Ago
Turn off trace solver and give box traces a small radius by default to see if anyone notices
6 Months Ago
Leaderboard backup, run #12523
6 Months Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up