248,642 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Added arted-up catapult model, materials, and textures. Some tweaks pending.
3 Months Ago
Save viewport settings to project cookie instead of global editor cookie Fix scene view cookie not always correctly saving Scene view: Save 2d zoom per-scene alongside camera position/rotation Scene view: Save Layout to project cookie
3 Months Ago
Drop coins on death Added Keep Riches Skill Settings UpgradesFrom to self means item can only be crafted once Added other Shovel types Added stone sword item and other sword sprites
3 Months Ago
Hammer Stage Missing ui elements
3 Months Ago
Update .gitignore
3 Months Ago
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3 Months Ago
Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected
3 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level
3 Months Ago
Buildfix: isolating perf test scripts into it's own assembly - For the time being stores existing perf tests - will reorganize when the structure is more clear in the future. Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
3 Months Ago
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
3 Months Ago
Stats cleanup
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Added front door and drawbridge to the siege tower
3 Months Ago
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
3 Months Ago
Implemented a proper death state Added Ruby Chunks Moved death state from Player class to Entity, added Death FX
3 Months Ago
Planters now use the same outside check as water catchers. Reworked planter rainfall logic. Added planterbox.outsidetestdistance server convar to control distance check.
3 Months Ago
Highlight player if obscured
3 Months Ago
RMR toggles gasblock, fixed some logic to make this work
3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
3 Months Ago
Update: enable sound pooling by default If something goes derp, can be disabled via audio.enablesoundpooling 0 Tests: was explicitly enabled over last 3 days while running all recent changes
3 Months Ago
Stopped icesheets from spawning around lakes
3 Months Ago
3 Months Ago
Fix side effects from serializing exposed properties
3 Months Ago
Merge: from main Tests: ran around on craggy with logs
3 Months Ago
Added Burnt Trees Enemies now deal contact damage, swinging their held weapon if they have one
3 Months Ago
Added convars: 'radiation.water_loot_damage' 'radiation.water_inventory_damage' 'radiation.materialToRadsRatio'
3 Months Ago
Bugfix: don't leak looping sounds when quick-switching It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player. Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
3 Months Ago
Add FPS mode, so you can see what the weapon looks like from first-person Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
3 Months Ago
removed debug logs
3 Months Ago
Smoothed vendor entry and exit to spline
3 Months Ago
Added Sandstone and Sandstone Ores Added Ice and Ice Rocks Updated Rock Item Drop to differentiate it from the Tile
3 Months Ago
Bradley much less likely to enter a spline when turning or facing a target from behind
3 Months Ago
Update: SoundManager pools internal lists The pooling effect is minimal, but it achieves 2 small improvements: - we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code - audio.printsounds no longer reports 0 active sounds per definintion Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
3 Months Ago
Disable arms now that gunsmith weapons just use the pure view model prefab
3 Months Ago
Refactor
3 Months Ago
New stat collection
3 Months Ago
Health + Damage effect Cube reset buttons
3 Months Ago
Update: microphone drops any sounds it has accumulated on destroy Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
3 Months Ago
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable) Tests: none, trivial change (same type of changes as previous)
3 Months Ago
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3 Months Ago
Api update Fix triggerteleport NRE
3 Months Ago
Update: modular car's engine drops all sound resources on disable Tests: blew up a modular car
3 Months Ago
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3 Months Ago
Move project cookies to .sbox/ Move asset thumbnails to .sbox/ Fix some cloud package thumbnails getting unnecessarily downloaded Stick cloud/local asset thumbnail cache on different paths so these can't conflict
3 Months Ago
Update: AmbianceWaveSounds recycles sounds on disable Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
3 Months Ago
Add GameObject.GetLocalBounds() Add GameObject.WorldTransform, WorldPosition, WorldRotation, WorldScale Add Component.WorldTransform, WorldScale, WorldPosition, WorldRotation Mark Transform.LocalPosition, LocalScale, LocalRotation, Scale obsolete Mark .Transform.Rotation obsolete now .WorldRotation Mark .Transform.Position obsolete, now WorldPosition
3 Months Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
3 Months Ago
Leaderboard backup, run #14380