240,563 Commits over 3,867 Days - 2.59cph!

10 Months Ago
BoolControlWidget support custom icons Add descriptions to tooltips on ControlSheet Don't try to load local packages when joining server Fix potentially adding null NativeMemoryBlock to pool
10 Months Ago
merge from Legacy_Furnace
10 Months Ago
Fixed furnace deployment on construction Fixed storage adapter deployment
10 Months Ago
Fixed removing UI elements after creating a custom node Fix up old example action graphs Fix node positions in new custom graphs
10 Months Ago
merge from main
10 Months Ago
phrases
10 Months Ago
GameObject inspector header cleanup
10 Months Ago
Refactoring
10 Months Ago
Moving folder from sbox_props to props updated references in vmdl files
10 Months Ago
merge from DisableNonMovingItems
10 Months Ago
subtracting 90200 - server compile errors
10 Months Ago
merge from qol_f8_server_version
10 Months Ago
merge from optimize_team_update
10 Months Ago
merge from qol_hbhf_dialog
10 Months Ago
merge from Twitch_Rivals_IV
10 Months Ago
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10 Months Ago
Leaderboard backup, run #7612
10 Months Ago
Cooking and hunting
10 Months Ago
Add proper eraser tool Some bug fixes for the new UI
10 Months Ago
More base help
10 Months Ago
Set check freq to 15
10 Months Ago
First pass on base building help
10 Months Ago
Compile fix
10 Months Ago
Moved some vars, increased SLEEP_CHECK_FREQUENCY to 20 seconds
10 Months Ago
Add some more highlights in the crafting menu if an item is required by the current mission
10 Months Ago
Remove debug DrawRay
10 Months Ago
Periodic raycast check to reactivate kinematic dropped items if needed
10 Months Ago
Material::Init initializes TextureCoords too
10 Months Ago
Update new shader template
10 Months Ago
Make sure it still works with 0-4
10 Months Ago
Change `ent setgrade {radius}` to work with `brick`, `brutalist`, etc instead of 0-4
10 Months Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
10 Months Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
10 Months Ago
Crafting help
10 Months Ago
First pass on overhauling the help away from a full screen input blocking modal into a side of screen popup Uses new TriggerTutorialPrompt volumes to pop up a specific text/image/video combo based on the players position as well as current mission and stage Updated the first mission with new trigger volumes
10 Months Ago
Replaced a few keywords with runtime branching (75% reduction in variants)
10 Months Ago
Add InputField & code to allow you to search keybinds in options menu Add padding to the bottom of keybinds so the search bar doesn't move around while typing
10 Months Ago
Cache sleep check, fix server call
10 Months Ago
Change stack trace style a bit to show file path on a separate line if we have one https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
10 Months Ago
No longer need to be currently spectating in order to run ToggleSpectateTeamInfo (will still only have an effect while spectating)
10 Months Ago
Re-enabled Tugboat deployment for the Twitch Rivals desk
10 Months Ago
Merge Twitch_Rivals_IV -> Main (desk updates)
10 Months Ago
Fixed chair collider width
10 Months Ago
Rebuild sign painting UI with flexbox, cleaned up the layout of things Changed brush size and opacity to be sliders Added tooltips to clear and save button explaining what they do, updated tooltips for undo/redo with their shortcut keys Fixed the preview camera not aligning with the right panel so there is never a weird gap
10 Months Ago
Update FP.Flexbox with a way to override the preferred width/height to nicely size images
11 Months Ago
Show the drone's ID when a drone is selected in your inventory Show `streamer mode` in the inventory panel if streamer mode is enabled
11 Months Ago
Update ActionGraphs, NodeLibrary restructuring * Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary * No need to have a JsonSerializerOptions per ResourceLibrary any more ActionGraphResource serialization fixes Exposing some stuff in GraphView for derived types Fix ActionGraph serialization test Got rid of some debug logging
11 Months Ago
Basic GC buffer setting setup.
11 Months Ago
Fixed broken reference to priv.
11 Months Ago
Apply starting rotation Renamed shelter prefabs