241,406 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Allow VoxelChunk to be created without dependency on VoxelSurface
1 Year Ago
played myself, there was one more tiny instance
1 Year Ago
fixed all cases of mesh flickering on the powerline platforms
1 Year Ago
fixed all major collision mesh issues for the powerlines weapons shouldn't go through the mesh now
1 Year Ago
Remove very last DX9 references from source code 🫡 rubikon: Fix double free crash in CMultiworldSoftbodyStepper
1 Year Ago
primitive lootbox fix - fixed albedo/ao/spec/normals - fixed dodgy rope normals - improved them - FBX Position and prefab zeroed, and scaling at 1,1,1 - fixed ao texture set to 2048 when texture is 512
1 Year Ago
Cleaned up template vmap (removed missing models)
1 Year Ago
fix multi-choose upgrade exploit, temp disable player material change, etc
1 Year Ago
Use Sound.Listener as a priority in SoundscapeFrame
1 Year Ago
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1 Year Ago
Copy player anim params to viewmodel
1 Year Ago
Add AnimatedEntity.CopyAnimParameters to be able to easily sync params from another entity like player to viewmodel
Leaderboard backup, run #4469
1 Year Ago
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
1 Year Ago
Merge from nexus
1 Year Ago
Merge from main
1 Year Ago
updated prefab (adjusted light position also)
1 Year Ago
adjusted caboose.fbx so that the top compartment is less wide and not as high. Updated collision mesh
1 Year Ago
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1 Year Ago
Update first_person_arms_punching.vanmgrph_c
1 Year Ago
Adjust RPC message TTL based on the timeout duration
1 Year Ago
Use default skinId for ShadowOnly renderers
1 Year Ago
[ pick ] Pick reprojection transform constants from SSR branch [ Pick ] let reflections api be more generic to use
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
1 Year Ago
added fall to skydive anim and new state in animator, updated skydive idle loop
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Editor screenshot tool wip/tests
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Added more clearance to the underground stations to fit in all train module types
1 Year Ago
Base font size, remove unused texture from menu
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Add debug to figure out why trees are not showing as billboards
1 Year Ago
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
1 Year Ago
Add missing snow footstep fallbacks Fixed npc_(template_)maker crashing when spawning non NPC entities Merge branch 'main' into prerelease
1 Year Ago
Add missing snow footstep fallbacks Fixed npc_(template_)maker crashing when spawning non NPC entities
1 Year Ago
Add missing snow footstep fallbacks Fixed npc_(template_)maker crashing when spawning non NPC entities
1 Year Ago
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
1 Year Ago
Fix ConstructionPlaceholder not being removed from building blocks
1 Year Ago
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1 Year Ago
Expand the render computebuffer in 2MB increments separately from the culling array expanding
1 Year Ago
attack heli turret gibs prefab update
1 Year Ago
Racer Helmet Adjustments + Closed Visor version https://files.facepunch.com/daniel/1b1411b1/slack_vMj7SB1IEe.jpg https://files.facepunch.com/daniel/1b1411b1/sbox-dev_ALc0Muw9rK.jpg Adjustments to the textures and materials of the visor.
1 Year Ago
Added bg sound
1 Year Ago
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1 Year Ago
Improved menu w/ sounds
1 Year Ago
setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
1 Year Ago
Minimal content project no longer adds a default map file Also renamed the project to "empty". Map files can still be created via right click in the asset browser