239,313 Commits over 3,837 Days - 2.60cph!

5 Months Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
5 Months Ago
Stub out everything VR-related, remove calls to SteamVR functions Initial bindings, init API, fetch & spew extensions
5 Months Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
5 Months Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
5 Months Ago
Added steering deadzone to avoid over corrections
5 Months Ago
Wall collision
5 Months Ago
I should stop tweaking the generator Starting on movement
5 Months Ago
merge from fix_eventrecord_pooling_error
5 Months Ago
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
5 Months Ago
Generator tweaks
5 Months Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
5 Months Ago
button component page header, home page tweaks
5 Months Ago
Added SetUp and TearDown methods executed before and after each test
5 Months Ago
Merge from main
5 Months Ago
start bringing the new UI elements into new branch
5 Months Ago
choice panel status panel status tooltips
5 Months Ago
Fix wall placement, add lights https://files.facepunch.com/ziks/2024-05-07/sbox-dev_Vmh62T1kst.mp4
5 Months Ago
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5 Months Ago
Cut/throat slit gesture
5 Months Ago
vtf project unused TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
5 Months Ago
bicycle LOD0 skining and ik positrion adjustment
5 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
5 Months Ago
Leaderboard backup, run #11586
5 Months Ago
Fixed manifest not being included, still not loading
5 Months Ago
Add more game tests Revert "Delete GameManager (has been replaced by Game for ages now)" This reverts commit 2f830e304e4c35781aacfe7577fb52ef02a84a7f. Add more game tests Add noblockaudio, player to default tag selection
5 Months Ago
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
5 Months Ago
Move fists to assets Add noblockaudio tag to player Protect against exceptions Shader compile fixes PlaySound exeption fix
5 Months Ago
Basic sprint progress bar
5 Months Ago
Various pedal bike work
5 Months Ago
Double middle finger gesture
5 Months Ago
Hand IK rotation edit
5 Months Ago
Lerp the sprint pose change
5 Months Ago
New sprint mode pose for bicycle rider
5 Months Ago
Full manifest rebuild
5 Months Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
5 Months Ago
Middle finger gesture
5 Months Ago
Pedal bike setup bits and pieces
5 Months Ago
Greybox scene changes
5 Months Ago
More build cleanup, not much progress
5 Months Ago
Fix recoil properties not being modified
5 Months Ago
nature models, more track piece work, tutorial map work, more tutorial hints, tutorial hint messages, materials and textures, less tilting from pedaling, sample scene in blender
5 Months Ago
Shadergraph: Named branch nodes are attributes
5 Months Ago
Expose recoil values for weapons Add `mod_ents` command to search for entity shortnames
5 Months Ago
Exposing more things & lots of cleanup + organizing code Serialize AnimationCurve as protobuf
5 Months Ago
Expose BaseProjectile fields too
5 Months Ago
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
5 Months Ago
updating bicycle model
5 Months Ago
adding bike_sidecar prefab and WIP bicycle setup
5 Months Ago
Fix loading old polygon mesh when texture origin wasn't per face
5 Months Ago
check for unstuck