241,381 Commits over 3,867 Days - 2.60cph!

1 Year Ago
merge from main
1 Year Ago
potential fix for RustEmojiLibrary not found error
1 Year Ago
Fix text sometimes being truncated when it shouldn't Often occurred in the main menu when a Text was updated from a razor state change Improve consistency when deciding if to relayout truncated text
1 Year Ago
Fix PrefabPreProcess using Cast<> instead of OfType<> Add debug command to print all renderers and number of meshes they are rendering
1 Year Ago
Client & Server compile fixes
1 Year Ago
Fixed few issues for the Pumpjack
1 Year Ago
Added VMatrix.__unm (negate operator)
1 Year Ago
"Open game menu" on launch bar Run localaddons.changed when project is activated Show active game in projects list
1 Year Ago
Update FP.Nexus (should fix "socket is not connected" errors while server is still booting)
1 Year Ago
Don't error that the socket is not connected until it was actually started
1 Year Ago
merge from main
1 Year Ago
merge from hackweek-chat-emoji
1 Year Ago
merge from building_skins_3
1 Year Ago
Network++
1 Year Ago
network++
1 Year Ago
Brick skin is now unlocked if the user owns Adobe building skin - Temp for testing
1 Year Ago
▋▌▇▇▌▋▅ ▅██▋ ▇▅▄▌ ▉▉▍▆ (▋▅▇▆▆▋▍▅▋)
1 Year Ago
Remove random using, how did this get here
1 Year Ago
Get title from title metadata or try StreamTitle if it doesn't exist
1 Year Ago
▅▄▆ ▋█▅ ▋▊▅▇▉ ▍▅█ ▋▊▇▅▅ ▉▋▊▋▅ █▄▊▍▊▌ ▄▍▌ ▉▊▋▍▆▅ ▆▄▌▍ ▌▌▄▍█▊▍█
1 Year Ago
Force ocean fallback on metal (fixes occasional pink ocean in editor)
1 Year Ago
BaseVehicle and HotAirBalloon GetAngularVelocityServer fix
1 Year Ago
Helps if I initialize the volume to 1
1 Year Ago
Add Volume property
1 Year Ago
return zero duration for nopts
1 Year Ago
Fixed an oopsie with srcds gamemode loading Increase EffectData:SetHitBox net limit to match the particle name limit Run DNS resolution in a thread
1 Year Ago
AudioPlayer -> MusicPlayer in binds
1 Year Ago
▍▊▊▄▌▅ "▅▉ ▅▇▊▋▊▆▅" ▊▍ ▅▍█ ▊▊██ ▊▌▋▍▇█ ▄▌ "▊▇▌▇▇ ▌▋▋▍▊ ▇▍ ▉▍▅▇▌▌"
1 Year Ago
Dampen speed for viewmodel bobbing offset to avoid jitter
1 Year Ago
more wip
1 Year Ago
internal constructor, static Play and PlayUrl
1 Year Ago
added valve anim clips, set up valve to turn on/off during pumpjack loop
1 Year Ago
Make GetMeta internal, add Title instead
1 Year Ago
AudioPlayer -> MusicPlayer
1 Year Ago
musicplayer.def
1 Year Ago
Add PlaybackTime and Duration
1 Year Ago
Small UI tweaks File -> New Project (for non-game projects) Try to fix DPI scaling by manually adjusting window size Don't wait for cloud project fetch when displaying start screen, run inside task Throw exception if git returns non-zero exit code Handle exception thrown when git isn't installed differently
1 Year Ago
aligned brick skin roof UVs proper
1 Year Ago
Logging channel for audio player
1 Year Ago
Scrape Effects (#1139) * Add props to Surface for impact decal and scrape effects / decals * Use ContactPoint + SurfaceNormal to pass into AddImpactSound * Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface? * Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx) * Correctly spawn soft or hard physics impact particles + decals based on squared speed * Add normal from first valid manifold on contact to friction events to pass to C# * Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary * Also grab contact center from first manifold and pass to C# * Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop * Set destroy time to 0.5 (this is a failsafe anyway) * Don't have particles follow entity, do it ourselves so we can set to actual contact pos * Set forward for scrape particles to contact normal * Use method for getting inherited surface values if necessary to avoid repeating same code * Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal * Lower destroy time for effects * Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default * Surface is considered smooth by default, can set roughness factor higher for rough surfaces... * Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default" * Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds * Remove unused prop * Remove unused var * Make EnableScrapeEffects and EnableImpactEffects internal for now * Make FrictionEffects a dictionary * Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared * Add an Intensity named control point value (0-1) for scrape particle effects to use
1 Year Ago
Don't lock mutex before checking play job has finished
1 Year Ago
removed transition from animator, updated render lods and collision mesh connections, hid old pumpjack ladder in prefab
1 Year Ago
Whitelist a bunch of common codecs
1 Year Ago
Missing summary
1 Year Ago
magnet & health pack wobble progress bar instead of text to show upgrade level
1 Year Ago
Don't block waiting for play job to finish Add TryGetMeta and GetMetaOrDefault Add events for finished and repeat
1 Year Ago
Old TV: texture size tweaks, added off variant, fixed LOD script, slight emissive fresnel to emulate glass thickness Proper static noise effect pending a small shader fix from D.
1 Year Ago
Static weapon ghost instance
1 Year Ago
Remove some now unused editor script code
1 Year Ago
Improved GetWeaponAtXY