249,466 Commits over 3,959 Days - 2.63cph!

38 Days Ago
Leaderboard backup, run #15869
38 Days Ago
Fixed asset labels on all new shields, manifest
38 Days Ago
Only apply auto turret behaviour when actively bocking with the shield
38 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
38 Days Ago
Update attack loops on reinforced shield
38 Days Ago
One more delete
38 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
38 Days Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
38 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
38 Days Ago
Shore vector fix
38 Days Ago
Test map scene 2
38 Days Ago
Horse proper headlook setup, disabled old headlook
38 Days Ago
Horse mountable blend tree tweaks
38 Days Ago
Test map scene
38 Days Ago
Codegen
38 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
38 Days Ago
Can quickly open the prefab from CardRow
38 Days Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
38 Days Ago
Fixed Thick Skin card
38 Days Ago
WIP Card Explorer editor window
38 Days Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
38 Days Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
38 Days Ago
Use GameLoop.Instance where necessary Clear readied players on round start Fixed ready up sound being 3D Chatbox TextEntry font changed Fixed player friction being incorrect Fixed Pixelate effects getting stuck on-screen Only perform damage number effects on players - this was spawning at world origin if we hit the map :x
38 Days Ago
Raw anim import
38 Days Ago
Rider galloping pose
38 Days Ago
Don't use bebas for the chat font it was driving me absolutely insane
38 Days Ago
Don't count spectators in Readying system
38 Days Ago
Super simple spectator camera controls
38 Days Ago
Combat sound overlap fixes, create spectator prefab, don't create player if we're spectating
38 Days Ago
Clamp gravity to a sane amt Validate deck inventory WIP big refactor to support non-playing players (spectators)
38 Days Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
38 Days Ago
Merge from scrap_exchange_dynamic_pricing
38 Days Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
38 Days Ago
Merge from main
38 Days Ago
Fixed a couple bugs from test
38 Days Ago
Fixed merged autotiles not patching themselves when erasing nearby autotiles
38 Days Ago
Bit of docs, clean up
38 Days Ago
Do tile validation before updating bitmask instead of during so tiles destroyed after those that already updated their bitmask don't leave behind invalid tiles Fix Autotile Rectangle Tool Fix all the issues that the last 2 fixes caused
38 Days Ago
wardrobe_01 updates + wood_trim_polished_blend_02 meta
38 Days Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
38 Days Ago
Merge from main
38 Days Ago
Move joint OnBreak action to breaking group
38 Days Ago
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
38 Days Ago
2x2 Edge now has proper tile count Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4 Fix rectangle delete not deleting non-autotile tiles when in autotile mode Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved) https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
38 Days Ago
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
38 Days Ago
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
39 Days Ago
hoover mat tweaks added another wood_trim_polished blend material wardrobe_01 initial commit
39 Days Ago
Change tile guide asset names Added 256 tile guides Can now create Autotile Brushes of each type. Remove Corner Type Implemented 3x3 Complete (255) Autotiling Fix Rectangle Tool preview Brush Rotation no longer incorrectly displays Autotile preview Paint Tool now supports 2x2 Autotile Brushes Fix issues when using Round brush with 2x2 Autotile Added descriptions to each tool Property Added "Merge Different Autotiles" Brush setting. Fix eraser not drawing above other tiles Check for the validity of a 2x2 Autotile existing when painting/erasing Maintain 2x2 validity check while using 255 size bitmask
39 Days Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
39 Days Ago
prefab progress