240,581 Commits over 3,867 Days - 2.59cph!

11 Months Ago
Fixed sunlight scattering in clouds looking square and not matching actual sun direction
11 Months Ago
Can call nested action graphs with output values
11 Months Ago
11 Months Ago
Fixed attempting to get value of input signals in graph nodes
11 Months Ago
gingerbread triangle roof gap
11 Months Ago
Fixed action graphs without a primary output node
11 Months Ago
Action graph output value support More tests
11 Months Ago
ShaderGraph fixes
11 Months Ago
Remove dig as a menu option. Override Hurt to dig. Adjustable dig distance. Temp flag model changes. Dig mechanic changes.
11 Months Ago
Lobby socket basics Connecting via lobby works Lobby joining Allow host status to change Functions to query lobby list, connect to one, disconnect Remove JoinOrCreateLobby
11 Months Ago
Disconnect when play stop Lobby list scene More global usings Component to automatically create a lobby
11 Months Ago
Material.AmbientOcclusion float3 -> float
11 Months Ago
Update issue templates
11 Months Ago
Update issue templates
11 Months Ago
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.
11 Months Ago
Legacy bow model and texture updates viewmodel and world model changes
11 Months Ago
Build fix for teleport commands
11 Months Ago
merge from mfm2
11 Months Ago
Restore UI
11 Months Ago
regen protobuf
11 Months Ago
mfm
11 Months Ago
Materials after prefabwarmup (definitely not enough)
11 Months Ago
merge from align_client_forward
11 Months Ago
merge from teleport_commands.
11 Months Ago
merge from modding_prefabs
11 Months Ago
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11 Months Ago
merge from building_skins_4
11 Months Ago
merge from pickup_car_lift
11 Months Ago
fixed offset in gingerbread triangle roofs colliders
11 Months Ago
merge from main
11 Months Ago
Leaderboard backup, run #7468
11 Months Ago
GameObjectNode is editable
11 Months Ago
Add basic editing to TreeView entries * BaseItemWidget added OnBeginEdit virtual method * Implement editing to TreeNode & TreeView
11 Months Ago
Merge from Twitch_Rivals_IV/map
11 Months Ago
Add `player_state_cache_evictions` convar to print the number of times the cache has been evicted due to not enough capacity
11 Months Ago
Add `player_state_cache_count` convar to print the current size of the player state cache Add `player_state_cache_size` convar to change & print the capacity of the player state cache Increase cache size from 1k -> 10k to reduce the cache misses & reserialization when at high pop with teammates offline
11 Months Ago
Merge from Twitch_Rivals_IV
11 Months Ago
None mode compile fix
11 Months Ago
Prevent wire tool from NREing when trying to right click remove points if it gets into an invalid state
11 Months Ago
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11 Months Ago
Added included door.
11 Months Ago
Added new entity privilege system. Swapped legacy shelter over to using it.
11 Months Ago
Only begin editing if there's a selection
11 Months Ago
Minor refactoring
11 Months Ago
Shift things around a bit
11 Months Ago
Oops, already had some code for PositionTickRate
11 Months Ago
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
11 Months Ago
Added support for showing all members of every team on the map while spectating For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams) Map markers are shown in the correct team colour and will match their nametags RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team) Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
11 Months Ago
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
11 Months Ago
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items