242,965 Commits over 3,867 Days - 2.62cph!

10 Months Ago
merge from backpacks
10 Months Ago
helipad final art colliders, baked LOD and prefab setup
10 Months Ago
merge from reload_nre
10 Months Ago
City hall backup
10 Months Ago
merge from 3p_speargun_offset_fix/
10 Months Ago
setup for viewmodel script (off by default for now as test sphere's for visual feedback don't work with it)
10 Months Ago
Use TextAreaAttribute for TextRenderer
10 Months Ago
player update. exported edited crossbow reload anim
10 Months Ago
Cherrypicked all shader-related changes from /main/shader-memory-review2
10 Months Ago
player update. edited spas reload anim, set the holster position and removed spas rootbone transfroms from the gun animations via a mask so the player holds it correctly
10 Months Ago
Preview window
10 Months Ago
Cherry picked shader changes from main
10 Months Ago
Terrain.RayIntersects transforms ray into local space Move brush list out of component editor, popup menu on brush preview Terrain: transform local normal by terrain world transform Editor tools can use SkiaSharp
10 Months Ago
ActionGraph: Fixed nodes calling methods returning Task<T> Enable laughter detection on lipsync, add laughter score property Add Material.RepresentativeTexture, some tools want to know the main color texture of a material Get rid of this, I hate it actually, should have a better way Codegen Engine assemblies (#1438) Remove unused codegen units Update CodeGen.Targets Don't report shutdown exceptions (proper) New native sentry dsn so we don't get entity branch errors Fix CodeGen attributes missing in CodeGen Updated DecalRenderer to use MakeDirty Fix decals being recreated every frame, scale properly with transform, light origin is projection point Use MakeDirty in a bunch of places, now we can Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network. Set map physics shapes collider to map collider component so they get collision events Fix collider overriding shape surface with default surface when model has already set it PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync Play impact sound from the impact surface, not the shape surface (they can be different on meshes!) Initialize native physics shape material to default so there's always a valid surface Initialize material.. but properly this time Fix BoxCollider not positioning properly Fix BoxCollider not positioning correctly Fix Sphere Collider fuck up Fix GameObject.Clone not setting parent Merge branch 'master' into stylesheet-stringtable
10 Months Ago
.scss and .prefab both valid small network files
10 Months Ago
Control mode
10 Months Ago
Align preview better
10 Months Ago
Open + GetDependants from rect
10 Months Ago
helipad wip asphalt_b texture set
10 Months Ago
merge from turret_attachments_unpowered_fix
10 Months Ago
merge from burst_icon_belt
10 Months Ago
merge from laser_lod
10 Months Ago
merge from water_container_debugging
10 Months Ago
Fix GameObject.Clone not setting parent
10 Months Ago
Leaderboard backup, run #8884
10 Months Ago
Fix BoxCollider not positioning properly Fix BoxCollider not positioning correctly Fix Sphere Collider fuck up
10 Months Ago
Leaderboard backup, run #8883
10 Months Ago
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10 Months Ago
Merge from copypaste
10 Months Ago
Fixed some rotation and parenting issues
10 Months Ago
Fixed teleport2marker command not working when called from a keybind Passing teleport2marker a -1 argument will now teleport to the last placed marker
10 Months Ago
First pass on a simple entity copy+paste system for QA and media purposes debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc
10 Months Ago
parented ignoreGreenies trace
10 Months Ago
Initialize material.. but properly this time
10 Months Ago
Fix collider overriding shape surface with default surface when model has already set it PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync Play impact sound from the impact surface, not the shape surface (they can be different on meshes!) Initialize native physics shape material to default so there's always a valid surface
10 Months Ago
merge from main
10 Months Ago
Set map physics shapes collider to map collider component so they get collision events
10 Months Ago
Clean up Active material panel Short cuts for grid better focusing context menu preview plane sized to material size
10 Months Ago
Do grid and material in a less stupid way
10 Months Ago
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
10 Months Ago
Use MakeDirty in a bunch of places, now we can
10 Months Ago
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
10 Months Ago
Fix CodeGen attributes missing in CodeGen Updated DecalRenderer to use MakeDirty
10 Months Ago
Remove unused using statement
10 Months Ago
Remove unused method
10 Months Ago
Active Material window Material Reference > Active Material Scaling preview better Center better
10 Months Ago
Grid toggle + size, Preview Temp properties
10 Months Ago
New native sentry dsn so we don't get entity branch errors
10 Months Ago
Don't report shutdown exceptions (proper)
10 Months Ago
Remove unused codegen units Update CodeGen.Targets