241,470 Commits over 3,867 Days - 2.60cph!

1 Year Ago
merge from steamworks157
1 Year Ago
Remove duplicated drop mag event Fixed hide events not specifying full transform path Added new meshes to LOD group
1 Year Ago
Fixed incorrect effect folder path
1 Year Ago
Remove old rifle entity
1 Year Ago
Merge from media_projects/ferryterminal_media
1 Year Ago
Parent merge
1 Year Ago
Parent merge
1 Year Ago
Merge from main
Leaderboard backup, run #3745
1 Year Ago
Merge from main
1 Year Ago
Fixed a mesh light on the tugboat not marked as dynamic
1 Year Ago
Tuboat doors, 2 on top, one below
1 Year Ago
Revert 82449, CheckSleepState
1 Year Ago
Code cleanup
1 Year Ago
Disable ragdoll collision with Vehicle Detailed layer - for now
1 Year Ago
Merge from ferry_terminal
1 Year Ago
Update shaders to new API + build optimized shaders
1 Year Ago
Updated shaders (Thanks alex!)
1 Year Ago
Merge from PhysicsLayerRevamp
1 Year Ago
Some IsDynamic fixes and LOD improvements.
1 Year Ago
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
1 Year Ago
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
1 Year Ago
Merge from diversuit/burstcloth
1 Year Ago
ship select styling
1 Year Ago
Fixed scrap heli prefab, which got corrupted in the recent merge
1 Year Ago
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%) Refactor calculation order in FP.BurstCloth to help things propagate better Tweak starting bone positions and apply length constraints to diver pickaxe VM
1 Year Ago
Can still interpolate if there's a parent but it's not a moving one
1 Year Ago
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
1 Year Ago
LODs for all 3 wall mounted weapon racks updated deployable prefabs accordingly
1 Year Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
1 Year Ago
added 3rd wall mounted weapon rack reduced texture sizes of all 3 texture sets
1 Year Ago
Update controls for input actions Fix navigation, use NavHostPanel Fix parse error if map has no thumbnail
1 Year Ago
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
1 Year Ago
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
1 Year Ago
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
1 Year Ago
Fix orphan detection doing nothing, it was tailored for content/game folders
1 Year Ago
Final
1 Year Ago
Cherry picked 83367 and repplied to new backend
1 Year Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
1 Year Ago
Fixed subtle faceted lighting in player preview
1 Year Ago
WIP make ISdf3D net read / writable
1 Year Ago
Fixed post-merge bug grey box around inventory playermodel
1 Year Ago
CI wasn't using that bat 🤦 delete orphans from workflow file
1 Year Ago
Delete orphans with CI
1 Year Ago
Fixed post-merge bug causing overall lightness to increase
1 Year Ago
Assets from core
1 Year Ago
Moved more core assets to asset party https://asset.party/facepunch/sboxassets Updated avatar menu map
1 Year Ago
diver ak - separated mag in world model and lods (for mag drop during reloads) - vm prefab update to use main camera for now - entity update - diver ak mag drop effect setup - reload anim and events - weapon animator controller
1 Year Ago
Iterating
1 Year Ago
Better movement behaviour on the exhaust