240,762 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Get / set property node definitions
1 Year Ago
1 Year Ago
Be more careful when iterating components Set up default collision rules Fix PhysicsComponent not using the scene it is a part of Add ColliderBaseComponent.IsTrigger (which does nothing atm) Add SelfDestructComponent Add CollisionDebugComponent Add physics collision test scenes
1 Year Ago
Add PhysicsCallback class Add PhysicsShape.IsTrigger Handle IsTrigger in collisionfilter CollisionEvent callback stub implement > < operator overloads in TimeSince/TimeUntil
Leaderboard backup, run #6461
1 Year Ago
hide upgrades on death screen double poison lose hp upgrade max hp changes hp bar width balance etc orbiter shield changes, etc
1 Year Ago
Testing out storing a user id in a skull item as well as the name
1 Year Ago
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
1 Year Ago
World GetJoint by index
1 Year Ago
Body and Shape SetMaterialIndex World GetBody by index
1 Year Ago
Delete the empty gibs mesh, we'll just use the full gibs Icon
1 Year Ago
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
1 Year Ago
Splashable, igniteable, gibs, condition, save/load
1 Year Ago
Move vphysics into engine2
1 Year Ago
Remove legacy objectparams_t stuff
1 Year Ago
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
1 Year Ago
Update FP.BurstCloth with a bunch of constraint logic changes Re-tweak all materials since the update has different parameters now Fix ghost costume bones being out of order (breaks sibling constraints!)
1 Year Ago
Conical joint limits
1 Year Ago
Initial torch implementation
1 Year Ago
Calculate collision impact forces to give the same results we currently get
1 Year Ago
Reinstate IsVisible changes
1 Year Ago
Added support for frontier door to open in both directions based on what side the player is on
1 Year Ago
missing file
1 Year Ago
more frame wip
1 Year Ago
Manifest, id fixes Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door Added a player inventory config for testing
1 Year Ago
Backups
1 Year Ago
Parent merge
1 Year Ago
Merge from halloween2023
1 Year Ago
Merge from main
1 Year Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
1 Year Ago
Play a bear roar sfx during the bear mission conversation
1 Year Ago
Don't play sfx for pings created by the mission objectives
1 Year Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
1 Year Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
1 Year Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
1 Year Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from io_bed_issue
1 Year Ago
merge from cached_browser_tag_fix
1 Year Ago
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1 Year Ago
Support shape cloning
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Shape get material
1 Year Ago
Another big interface cleanup Disable rendering of debug scene objects when debug rendering is disabled Shape set material (density, friction, restitution) Aggregate set surface properties Set shape material when building aggregate
1 Year Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing