248,620 Commits over 3,928 Days - 2.64cph!

31 Days Ago
None compile fix
31 Days Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
31 Days Ago
balance adjust menu, zombie elite, etc hp regen floaters
31 Days Ago
Weapon_case Missile Case WIP texture asset, uploaded for world placement and decoration
31 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
31 Days Ago
Start moving gtao to command lists, adjustments
31 Days Ago
Merge from launcher reload bug
31 Days Ago
Applied fixed timing to dragon rocket launcher
31 Days Ago
Adjusted rocket launcher reload time to 5.8s, was 6s This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
31 Days Ago
Codegen
31 Days Ago
merge from siege_weapons
31 Days Ago
Siege tower decay reset when used
31 Days Ago
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
31 Days Ago
Updated catapult icon
31 Days Ago
Collision effects and minimum collision force tweaks
31 Days Ago
Plushy scenes and prefab aseets backup
31 Days Ago
Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
31 Days Ago
Siege weapons decay
31 Days Ago
Fixed scrap transport giving metal frags instead of scrap when shredded
31 Days Ago
Car shredder now shows proper icon and localized name on death screen
31 Days Ago
Merge from hackweek_car_radio
31 Days Ago
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
31 Days Ago
Fixed server / client errors
31 Days Ago
Merge from main
31 Days Ago
Merge from hab_hominglauncher
31 Days Ago
Added server.homingMissileTargetsHab convar (defaults to off) Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
31 Days Ago
Merge from hackweek_car_radio
31 Days Ago
Merge from main
31 Days Ago
Remove old and accidental files
31 Days Ago
Merge from localcoord-emission
31 Days Ago
Merge from main
31 Days Ago
Car radio costs 120 metal fragments, the same as the Portable Boom Box
31 Days Ago
Merge from main
31 Days Ago
Merge from main
31 Days Ago
Fix navmesh debug draw disappearing at certain heights
31 Days Ago
Can now change the size of the Paint and Eraser tool. Using the eraser tool with an autotile selected will erase using autotile rules https://files.facepunch.com/CarsonKompon/2024/November/25_16-26-AromaticFrog.mp4
31 Days Ago
Line and Rectangle Tool now support Autotile Brushes https://files.facepunch.com/CarsonKompon/2024/November/25_15-53-BluevioletLeafbird.mp4
31 Days Ago
Calculate tile bitmask and find matching tile on paint https://files.facepunch.com/CarsonKompon/2024/November/25_14-17-MotherlyQueenbee.mp4 Added mappings for each bitmask value of a 47-tile tileset https://files.facepunch.com/CarsonKompon/2024/November/25_15-38-ElegantBighornsheep.mp4 Slight refactor so you can paint autotiles over existing autotiles https://files.facepunch.com/CarsonKompon/2024/November/25_15-46-AlienatedIndochinesetiger.mp4
31 Days Ago
Allow NavMesh areas to have arbitrary transforms Reduce debug draw ground offset
31 Days Ago
Merge from ai_wolf_iteration
31 Days Ago
Fix wolves leaping too far
31 Days Ago
BaseSiegeWeapon now inherits from GroundVehicle and BatteringRam now inherits from BaseSiegeWeapon
31 Days Ago
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
31 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
31 Days Ago
Update spritecard.shader_c
31 Days Ago
Hook last version of jump anim, and re-annotate the motion warping timings Apply out of navmesh root motion when not in the air
31 Days Ago
Update ci.yml Update all_shaders.txt Rebuilt shaders
31 Days Ago
merge from fix_teleport2grid_foundations -> main
31 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
31 Days Ago
Build shaders in ci