240,657 Commits over 3,867 Days - 2.59cph!

11 Months Ago
removed leftover brick conditional corners from frontier foundation prefabs
11 Months Ago
fixed bumpyness on toptier/gingerbread/frontier foundation steps colliders
11 Months Ago
Fixed incorrect surface types on the movement collider of frontier stairs
11 Months Ago
merge from building_skins_4
11 Months Ago
changed gingerbread building skin to a nonconflicting unlock ID
11 Months Ago
Merge from experimental/release (Unity 2021)
11 Months Ago
Merge from experimental (Unity 2021)
11 Months Ago
Leaderboard backup, run #7228
11 Months Ago
Update surf_scene.scene
11 Months Ago
Add test scene Simple hud Movement controller adjustments & additions Create SurfScene.cs
11 Months Ago
Last WIP for today
11 Months Ago
Removing code, moving code, many "SSM TODO"s for later
11 Months Ago
Minor edit
11 Months Ago
11 Months Ago
Velocity/speed
11 Months Ago
More WIP. Still 95% removing code at this stage.
11 Months Ago
initial commit
11 Months Ago
Early initial work on moving player movement to the server side. Committing this progressively even if not compiling since it's going to be a lot.
11 Months Ago
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
11 Months Ago
Added a button to box, capsule, and sphere colliders - plus a context menu option - that automatically fits the collider to the size of any child renderers.
11 Months Ago
Disabled collision between Ragdoll and Prevent Movement layer due to use of Prevent Movement colliders in some vehicles (was enabled in 78391)
11 Months Ago
Tests for delegate recreation
11 Months Ago
Squash commit of VR components from vr branch
11 Months Ago
Basic blockout in game code editor added. Not useable yet.
11 Months Ago
m4 shotgun - Added duplicated anim files - Adjusted anims to place ammo in main body instead of stock - Added animator, populated with edited anims - Set vm prefab to use new animator
11 Months Ago
Merge from experimental
11 Months Ago
Fucked it
11 Months Ago
Add TextRenderer component
11 Months Ago
merge from main
11 Months Ago
Fix OOB crashes with Entity.GetAttachment
11 Months Ago
Update Facepunch.ActionGraphs
11 Months Ago
11 Months Ago
Some more tests Repro for "TryExpression is not supported as a child expression..." Give up on wrapping expression nodes with try/catch
11 Months Ago
merge from hackweek_cliff_rework
11 Months Ago
On node deletion, remove unreferenced variables Show variable type in add node context menu
11 Months Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent Node error messages, GetRelevantNodes, property get / set Let TurretComponent.OnShoot handle setting the velocity HandleConfigs Tweak how properties appear in node creation menu Fixed getting relevant nodes for signals WIP property panel in action graph editor Constant node drawing tweaks Small action graph editor fixes Error list panel https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png Fix error when clearing links Stack trace integration for exceptions thrown by action jigs Field get / set, sort nodes better Instance method nodes Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes Comment nodes Node display tweaks Icon fixes Rerouting and other fixes Error list title fix Action link pulsing in editor Jig -> Graph Editor.ActionGraphs -> Editor.ActionGraph To match Editor.ShaderGraph Start on undo / redo ActionGraphComponent OnUpdate, OnTouch action components Football demo using action graph Enum constant node fixes Action component tweaks ColliderBaseComponent was renamed to Collider Copy / pasting nodes Rework comment and reroute nodes in action graph Make comment node inspection work like ShaderGraph Comment nodes are listed separately Basic variable selector / creation Rework how variables are added Fix suggested variable nodes when dragging from an output
11 Months Ago
merge from /building_skins_3/building_skins_4
11 Months Ago
frontier and gingerbread can now be used in standalone, temp unlock ID1
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
merge from DroppedItemFix
11 Months Ago
Deleted telephone.worldmodel. It was unused, and broken.
11 Months Ago
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
11 Months Ago
Leaderboard backup, run #7204
11 Months Ago
Use primitive colliders for all the rocket world models
11 Months Ago
Continue to use ContinuousSpeculative collision alongside the new checks
11 Months Ago
Custom physics solution for dropped items. Fixes items falling through things in certain situations.
11 Months Ago
Removed my fell through terrain check methods in DroppedItem
11 Months Ago
Updated to Unity version 2019.4.7f1. Since Unity's old networking system was removed in Unity 2018, removed UnityConverter and related methods.
11 Months Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights Remove multiview constants from lightbinner, these have been getting in my way, and we need to think a better way to handle instanced viewports, I'm leaving it to a bigger cleanup later Start Envmap support on new lightbinner, remove unused environment_map.fxc Start MATERIAL_LIGHT_DIRECTIONAL support for lightbinner, sets up frusta for lights Fix conflicts from merge that added removed stuff Fixup for directional lights, add dummy ambient lighting for fully dynamic scenes, implement flags properly Fix merge ( g_nNumEnvMaps > NumEnvironmentMaps ) Remove interface definition from Vfx ( It's fucked off from HLSL 2020+ ), add array support to members in classes in Vfx Store multiple frusta on same light definition rather than using sequential lights, makes this simpler, point light shadows