145,574 Commits over 4,413 Days - 1.37cph!

10 Days Ago
Ensure mountable is killed (again)
10 Days Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
10 Days Ago
illuminated pressure pad; - Lods created - Prefab updated
10 Days Ago
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10 Days Ago
Fixed transforms on playground assets and prefabbed up
10 Days Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
10 Days Ago
Update(tests): add case or command with no args Tests: ran unit tests
10 Days Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
10 Days Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
10 Days Ago
UZI Material changes
10 Days Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
10 Days Ago
van test
10 Days Ago
UZI 9mm LOD0 and Textures
10 Days Ago
UZI 9mm LOD0 and Textures
10 Days Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
10 Days Ago
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
10 Days Ago
Hatchet 3p anim updates
10 Days Ago
Molotov animation and holdtype updates
10 Days Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
10 Days Ago
fixing some flow issues on the damaged side of the apt building
10 Days Ago
apartment_complex_1 s2p
10 Days Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
10 Days Ago
Industrial Torch first pass animations
10 Days Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
10 Days Ago
removing decorative skull from flat medium as it throws errors
10 Days Ago
cleaning a bunch of missing references in the level and in project art prefabs
10 Days Ago
Fixing vagabond jacket skinning
10 Days Ago
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
11 Days Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
11 Days Ago
Fixng roadsign armour clipping with hoodie
11 Days Ago
cleared a prop from clipping in basement flat
11 Days Ago
Fixing swim wear skinning
11 Days Ago
Updating horse mask to fix clipping
11 Days Ago
Exposed chanceToFall variable
11 Days Ago
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
11 Days Ago
overgrowth set dressing polish, hiding/pruning foliage where not needed
11 Days Ago
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
11 Days Ago
Fixed gingerbread man corpses throwing errors
11 Days Ago
Updated position of player model in wanted poster renders
11 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
11 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
11 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
11 Days Ago
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11 Days Ago
Debug readout + removed a log
11 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
11 Days Ago
Added Unity Button and InputField interactable CUI properties
11 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
11 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
11 Days Ago
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