243,476 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Support for renaming inputs / outputs of custom nodes
12 Months Ago
Hinge limits and friction Slider joint Add BreakForce and BreakTorque to base joint (izabu needs to support joint breaking now) Spring joint Fixed joint Don't get joint properties from the joint, they wont exist until scene starts
12 Months Ago
merge from b_shotgun
12 Months Ago
basic m4 pass
12 Months Ago
Add a button to reset the paint preview camera angle Add a button to toggle the preview light on/off so you can see things without glare
12 Months Ago
Added dynamic GC buffer cap to settings and clientvar.
12 Months Ago
merge from main
12 Months Ago
More materials
12 Months Ago
Fixed missing connections on creating custom nodes
12 Months Ago
Prefab reserialize for Unity 2021
12 Months Ago
merge from qol_industrial_more_colors
12 Months Ago
merge from qol_heli_crate_remodel
12 Months Ago
merge from qol_keybind_search
12 Months Ago
BoolControlWidget support custom icons Add descriptions to tooltips on ControlSheet Don't try to load local packages when joining server Fix potentially adding null NativeMemoryBlock to pool
12 Months Ago
merge from Legacy_Furnace
12 Months Ago
Fixed furnace deployment on construction Fixed storage adapter deployment
12 Months Ago
Fixed removing UI elements after creating a custom node Fix up old example action graphs Fix node positions in new custom graphs
12 Months Ago
merge from main
12 Months Ago
phrases
12 Months Ago
GameObject inspector header cleanup
12 Months Ago
Refactoring
12 Months Ago
Moving folder from sbox_props to props updated references in vmdl files
12 Months Ago
merge from DisableNonMovingItems
12 Months Ago
subtracting 90200 - server compile errors
12 Months Ago
merge from qol_f8_server_version
12 Months Ago
merge from optimize_team_update
12 Months Ago
merge from qol_hbhf_dialog
12 Months Ago
merge from Twitch_Rivals_IV
12 Months Ago
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12 Months Ago
Leaderboard backup, run #7612
12 Months Ago
Cooking and hunting
12 Months Ago
Add proper eraser tool Some bug fixes for the new UI
12 Months Ago
More base help
12 Months Ago
Set check freq to 15
12 Months Ago
First pass on base building help
12 Months Ago
Compile fix
12 Months Ago
Moved some vars, increased SLEEP_CHECK_FREQUENCY to 20 seconds
12 Months Ago
Add some more highlights in the crafting menu if an item is required by the current mission
12 Months Ago
Remove debug DrawRay
12 Months Ago
Periodic raycast check to reactivate kinematic dropped items if needed
12 Months Ago
Material::Init initializes TextureCoords too
12 Months Ago
Update new shader template
12 Months Ago
Make sure it still works with 0-4
12 Months Ago
Change `ent setgrade {radius}` to work with `brick`, `brutalist`, etc instead of 0-4
12 Months Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
12 Months Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
12 Months Ago
Crafting help
12 Months Ago
First pass on overhauling the help away from a full screen input blocking modal into a side of screen popup Uses new TriggerTutorialPrompt volumes to pop up a specific text/image/video combo based on the players position as well as current mission and stage Updated the first mission with new trigger volumes
12 Months Ago
Replaced a few keywords with runtime branching (75% reduction in variants)
12 Months Ago
Add InputField & code to allow you to search keybinds in options menu Add padding to the bottom of keybinds so the search bar doesn't move around while typing