250,571 Commits over 3,959 Days - 2.64cph!

6 Months Ago
Adjusted damage to barricades by trains, and to trains by barricades
6 Months Ago
Reapplied changes, added TimerFormat setting adds the ability to format the number as a timer with various presets Re-Applied JSON API changes Oops.yaml Ensure Unique Names for unnamed panels if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell Upload Countdown Test example Added Reset method just resets the Update Invoke Call Reset if the Interval gets updated Update Missing sprites Merge branch 'Facepunch:master' into CountdownImprovements Fix Invoke post Client hashing switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that Move example json to test folder Undo invoke change & fix spacing undo invoke changes as there is a fix for string based invokes Merge changes Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility Some minor formatting changes Thanks for the PR! Merge pull request #56 from Kulltero/CountdownImprovements Countdown improvements
6 Months Ago
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
6 Months Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
6 Months Ago
Push force damage can be adjusted via trainDamagePerMPS
6 Months Ago
- Include the double cover barricade as well - New barricade damage effect for the thinner barriers - Fixed some barrier positions not working correctly - Using some more component interfaces - Don't damage barricade anymore if train turns off
6 Months Ago
Cornel Box scene with moving light for GI test
6 Months Ago
Make SSR reconstruction ghosting less apparent
6 Months Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
6 Months Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
6 Months Ago
donut cheese battery service dog love letter
6 Months Ago
Leaderboard backup, run #12626
6 Months Ago
Adjustments for cubemapper and set barrier before setting renderstate Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
6 Months Ago
Unsaved changes
6 Months Ago
Tuned motorbike headlights.
6 Months Ago
Allow trains to smash through deployed cover barricades
6 Months Ago
Radtown S2P
6 Months Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
6 Months Ago
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
6 Months Ago
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant
6 Months Ago
Fucked debug code
6 Months Ago
Terrain: Add Hole tool This is a seperate R8 texture currently, but will be JsonUpgrade and folded once the splat map becomes an index map. https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
6 Months Ago
atm robo assistant prayer beads
6 Months Ago
Browse cloud terrain materials button Can drop terrain materials onto terrain in scene
6 Months Ago
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
6 Months Ago
Show the damage you dealt to your killer
6 Months Ago
Set gamemode on map vote end
6 Months Ago
Update README.md
6 Months Ago
Don't set cursor position if !IsAppActive()
6 Months Ago
Fix WatchPhysical() test, shouldn't be ticking before check
6 Months Ago
Disable recursion test
6 Months Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
6 Months Ago
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar Skip all this if we have no rendertree Clean up
6 Months Ago
Leaderboard backup, run #12607
6 Months Ago
Hull collider can be updated without recreating the physics shape Use MakeDirty for model collider
6 Months Ago
Sphere collider can be resized without recreating the physics shape
6 Months Ago
Capsule collider can be resized without recreating the physics shape
6 Months Ago
Add internal functions for updating spheres, capsules and hulls
6 Months Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
6 Months Ago
Plane collider can be resized without recreating the physics shape
6 Months Ago
Move this internal resize attribute to collider so I can make use of it for all the other colliders
6 Months Ago
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
6 Months Ago
Fix hitbox adding box shape twice the size
6 Months Ago
Add Box Gizmo to Hitbox Component
6 Months Ago
Use SRGB texture in text shader
6 Months Ago
Fix calling Update for the active scene in editor for every scene that was open
6 Months Ago
Only sort children if it's needed More optimizing I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists Text rendering use anisotropic
6 Months Ago
Added mid skin materials Added mid head variation Added EyeAO materials
6 Months Ago
Fix RoomManager gizmos Update Sprite Tools Fix Texture.Load issue in ItemComponent Updated Sprite Tools Show Aggro Range gizmo when enemy selected
6 Months Ago
Optimize single non-spritesheet Sprites