249,967 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Setup crossbow world model - Setup colliders and alignment
2 Months Ago
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
2 Months Ago
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2 Months Ago
Used prefab instead
2 Months Ago
Changed world model to be blockout
2 Months Ago
Ballista ammo models Reduced ballista recoil
2 Months Ago
Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut Remove unused folder node logic for cloud locations Skip dropdowns for facets included in the base/location query
2 Months Ago
Update: offloading snapshot export to a task thread - Stopped exporting binary snapshot, and left a comment explaining why it's not in use (but not deleted) - Only export compressed json (saves a bit of time on iteration) Hope is to reduce stutter, but my tests in editor show that it's inconsistent (it's less, but for some reason main thread has frames that somtimes seem to wait for worker thread to finish - need to investigate) Tests: exported snapshot from craggy, unzipped and loaded in perfetto
2 Months Ago
- placeholder 3p anims - placeholder worldmodel - override controller - entity setup
2 Months Ago
ammo blockouts for ballista
2 Months Ago
Bugfix: exclude 'length' bytes from content end offset Tests: none, trivial change
2 Months Ago
Update: Add support to export snapshot as a binary blob - Also emitting compressed version of json and bin snapshots - Minor code reorganization + TODOs Surprisingly, despite tighter binary format, it compressed to a larger size than compressed json Tests: loaded compressed snapshot to perfetto. Didn't trest the binary as it doesn't have any readers yet, so it's untested
2 Months Ago
Use error model for sceneobject when model has no valid render meshes Do the same for scenemodel
2 Months Ago
If we grab a crumbling platform and it breaks detach the grab Remove logs
2 Months Ago
Manifest
2 Months Ago
merge from siege_weapons
2 Months Ago
Other.
2 Months Ago
Crumbling platform update spritetool
2 Months Ago
Deleted old battering ram prefab
2 Months Ago
SiegeTower DoPrepare Restored catapult constructable mats Manifest
2 Months Ago
Remove "Component" from Sprite/Tileset Titles, add [Tint] to each Fix NREs when hotloading Added 2D Sprite and 2D Tileset prefab templates https://files.facepunch.com/CarsonKompon/2024/November/07_08-25-LightyellowLynx.png Fix issues with setting SpriteComponent.Sprite to/from null Updated example scene
2 Months Ago
cleanup
2 Months Ago
Moved everything from Assets/Prefabs/SiegeWeapons/ to Assets/Content/Vehicles/SiegeWeapons/ Cleaned up obsolete prefabs
2 Months Ago
PanelTraversalSystem: Refactor root panel focus, in case a modal pops up in the way, or any other overlay Can pop modals PanelTraversalSystem: pop modal one-by-one if hitting B on controller
2 Months Ago
Shadow options UI
2 Months Ago
Proper Tileset Bounds calculation for any Rotation https://files.facepunch.com/CarsonKompon/2024/November/07_08-07-PoisedMorpho.mp4
2 Months Ago
jungle building skin atlas textures, material and initial test meshes
2 Months Ago
Shadows UI wip
2 Months Ago
Minor catapult fixes
2 Months Ago
Temp hack for the moment Camera bounds
2 Months Ago
Broke input actions, whoops
2 Months Ago
Properly reset all state when client wolf is recycled Initialize previous position properly to avoid large deltas when spawning and pooling
2 Months Ago
Catapult decal component
2 Months Ago
Implemented catapult rig Retargeted placeholder anims
2 Months Ago
Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4
2 Months Ago
Battering ram fuel gauge Minor tweaks and NRE fixes
2 Months Ago
Can now click on a TilesetComponent to select it in object mode https://files.facepunch.com/CarsonKompon/2024/November/07_06-54-BasicDonkey.mp4
2 Months Ago
Tidy/refactor search widget, asset type filtering works in both flat and normal views Make sure picker-enforced filters are shown in the search widget, disable user editing
2 Months Ago
Fix wolves looking behind them for too long when fleeing
2 Months Ago
Clip tile bounds to geometry Limit navmesh generation parallelism Bump cell Height to 4 This avoids issues when tiles are very tall (Z). Potentially decreases generation quality a little, but so far it looks fine. Fix debug draw triangle offset Better tiling defaults Removed debug logs
2 Months Ago
Fix wolves jumping excessively high to reach unreachable players Tweak leap trajectory to be more believeable
2 Months Ago
Prevent TilesetTool from being able to place out-of-bounds, throwing a warning
2 Months Ago
Fixed pulling interaction not reappearing after being canceled server side
2 Months Ago
Re grouping hierachy of catapult wheels
2 Months Ago
Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814
2 Months Ago
Not this file.
2 Months Ago
Grenade launcher weapon fx de-crappification.
2 Months Ago
Added missing LOD and mesh convars
2 Months Ago
Create assets/folders from sidebar folder nodes