248,801 Commits over 3,959 Days - 2.62cph!

53 Days Ago
Use pixel font for damage numbers Rename minimal.scene -> game.scene Basic MainMenu with FrontPage More front page work Started Lobby Menu Move GameResources into Roomlite category Added CharacterResource Proper Lobby Menu Basis Lobby Menu shows current character stats and allows you to change characters Fix minor issue Game now starts when everyone is ready in the lobby Hooked up the Main Menu play buttons Update StartupScene Associate Icon with WeaponResource, displayed in Lobby menu Add StartingSpeed to CharacterResource Add BulletCount to WeaponResource Player starts with Character's starting weapon Added Shotgun Weapon Added shotgun sprite and some other stuff Start with random character if testing in game scene without starting from lobby menu
53 Days Ago
Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution
53 Days Ago
Fix particles no using model Photomode Fixed sound in scene
53 Days Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
53 Days Ago
Basic end game showdown
53 Days Ago
Hackweek/documents (#17) * Adds documentation section
53 Days Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
53 Days Ago
Fix links Move api changes to this
53 Days Ago
Edit link
53 Days Ago
Dev header, move api
53 Days Ago
Document entity Syncing KeyVaultService Add Document section, sidebar Keep that order Fix newlines, attachments Fix code styles Parse videos Expander styles Fix internal links Don't show deleted
53 Days Ago
Keep track of which players are in each cell
53 Days Ago
Player clothing Send player state updates to server
53 Days Ago
Initial commit Add juicebox-api library
53 Days Ago
Restored hibox, protection, mounting logic and corpse
53 Days Ago
Post timings
53 Days Ago
More refined screen shake
53 Days Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
53 Days Ago
wip: Kill sync var tick on object death
53 Days Ago
Clean debug text
53 Days Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
53 Days Ago
Code cleanup Collision damage tweaks
53 Days Ago
Receive player name / clothing on join
53 Days Ago
Perform type checks on initial sync var generation pass
53 Days Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
53 Days Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
53 Days Ago
Switch to built-in player controller
53 Days Ago
Fix vertex memory allocation for capsule and spheres in PhysiscsShape::Triangulation
53 Days Ago
BaseRagdoll compile fix
53 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
53 Days Ago
wip: working server -> client syncing
53 Days Ago
wip: Took me a day to realise there were seperate writer methods for client and server
53 Days Ago
Replaced the metal bonk effect for something more appropriate
53 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
53 Days Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
53 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
53 Days Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
53 Days Ago
properly disposing native structures in-editor when stopping play in editor
53 Days Ago
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53 Days Ago
Track birds scared Update .gitignore Update player particles
53 Days Ago
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
53 Days Ago
merge from native_mesh_simplification
53 Days Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
53 Days Ago
Add missing await in Navigation test
53 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
53 Days Ago
merge from ragdolling
53 Days Ago
Physics tweaks, updated grounded checks
53 Days Ago
Fix potential race condition in NavMesh initialization
53 Days Ago
NavMesh: Use RealTimeSince/RealtimeUntil for delays
53 Days Ago
merge from Twitch_Rivals_24