240,798 Commits over 3,867 Days - 2.59cph!

1 Year Ago
API Cleanup
1 Year Ago
Single weapon rack variation 3 LODs and gibs textures and materials initial prefab setup
1 Year Ago
brick trim no alpha
1 Year Ago
Add PhysicsBody.Move - which complies with the ShadowController
1 Year Ago
CastRaySingle, CastSphereSingle
1 Year Ago
wall_brick_d_trim rough fix
1 Year Ago
fixed the soil renderer not being assigned on minecart planter
1 Year Ago
forgot to link deployable prefabs in item defs
1 Year Ago
Add weld joint from desc CastBoxSingle
1 Year Ago
merge from main
1 Year Ago
Water Jug Charitable Rust icon
1 Year Ago
Manifest
1 Year Ago
minecart.planter.deployed prefab setup, basic item definition
1 Year Ago
Updated Minecart Planter GIB FBX to have correct rotation.
1 Year Ago
Updated Minecart Planter to have correct FBX and Collider Rotation
1 Year Ago
storage barrels prefabs setup, basic item definition
1 Year Ago
Entrance z-fighting fix Fixed broken vertex colors on train tunnel pavements
1 Year Ago
Clamp sphere and capsule radius to linear slop
1 Year Ago
moved storage barrel folder content to dlc folder
1 Year Ago
moved bar doors folder to dlc folder
1 Year Ago
New Outfit Piece - Boxing Shoes
1 Year Ago
Ivy collection
1 Year Ago
Add Align To View ExceptionWrap Update
1 Year Ago
Set UNITS_PER_METER to 40
1 Year Ago
Tests build
1 Year Ago
Build bodies and shapes for aggregate SetAggregateInstance and SetGameSceneNodeHandle Gather active aggregates to build the awake step results When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
1 Year Ago
Add "Create Component", creates the .cs file with correct class name, adds new component to object
1 Year Ago
vsopen won't open a file unless a file line is specified Add BaseItemWidget.ItemClicked Added EditorUtility.Projects.WaitForCompiles() Fix a bunch of potential issues when deleting a listview during selection callback
1 Year Ago
small battery output, capacity buff
1 Year Ago
Added first version of WrapSet/WrapGet Unit test stubs Don't pass value for get accessor.. Cast to original return type in get accessor when wrapping
1 Year Ago
Updated storage barrels colliders and LOD0
1 Year Ago
Add open cs file to component context menu https://files.facepunch.com/garry/aba7d9f4-393f-455f-8af6-c7fe9ff2dc8a.png Use GizmoInstance.Settings for camera settings in SceneView PhysicsComponent.Gravity does stuff
1 Year Ago
Support CodeGenType.Instance with CodeGenType.WrapCall
1 Year Ago
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
1 Year Ago
correct pickup/repair item definition
1 Year Ago
CodeEditor.OpenFile will look through all the local project's code paths if relative path
1 Year Ago
item definition manifest
1 Year Ago
Gizmo camera settings, camera smoothing
1 Year Ago
frontier bar doors files
1 Year Ago
merge from main
1 Year Ago
phrases
1 Year Ago
merge from oct_balance
1 Year Ago
merge from trap_optimize
1 Year Ago
Allow setting max distance for Model hitbox Add TreeNode.OnActivated Add copy/paste/clear to ResourceControlWidget
1 Year Ago
Make sure serialized children and components are in the same order Don't rebuild the scene tree on hotload
1 Year Ago
merge from building_skins_4
Leaderboard backup, run #6389
1 Year Ago
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1 Year Ago
Can double click on tree object to focus scene view on it https://files.facepunch.com/garry/49d23208-2d76-4b6d-9f93-d5e24b669d1a.mp4
1 Year Ago
Move ghost sheet bone controller onto a separate gameobject instead of on LOD0 so that when the bone collisions are disabled at 25M LOD0 isn't also disabled Should fix ghost sheet not appearing if player is >25m away from the mesh but the mesh is also large on scree (eg. using a scope or binoculars)