243,507 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Introduced IsVisibleAndCanSeeLegacy, an old version of IsVisibleAndCanSee with prior behaviour. Applied it to ItemModProjectileRadialDamage to fix explosive ammo damage to construction
12 Months Ago
Merge from tutorial_island
12 Months Ago
Manually add the CodeStripping scene to the build script process rather than the editor build settings
12 Months Ago
Fix visual studio not opening to the file & line on first launch
12 Months Ago
Open new vs instances at given file & line
12 Months Ago
Save users.cfg after adding or removing ownerid / moderatorid
12 Months Ago
Re-enabled gametips for tutorial, but added a CanShowInTutorial property that is false by default so we can manually enable relevant tips Added a PlayerIsInTutorial property to BaseTip for easy access Re-enabled how to shoot bows, build options, ore and tree minigame tips
12 Months Ago
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 ShaderGraph fixes Fix
12 Months Ago
Fixed airfield black tiles when running in low shader quality
12 Months Ago
WIP Create Custom Node in context menu
12 Months Ago
Re-enable resource harvest multiplier for tutorial, set at x3 for now Move chickens closer to player, near the washed up container and fixed some chickens spawning on the ocean floor
12 Months Ago
Explicitly mention that you need to destroy barrels to get scrap and metal blades Mention using Floor blocks to build a roof
12 Months Ago
Merge from main
12 Months Ago
Media greybox scene tweak
12 Months Ago
Disable Sequences package for now
12 Months Ago
Merge from main
12 Months Ago
Codegen, proto fixes
12 Months Ago
Merge from tutorial_island
12 Months Ago
Fixed storage barrel collision being more complex than necessary, not convex, and breaking Tugboats
12 Months Ago
Extra debug drawing. Convars.
12 Months Ago
Disabled ability to place Twitch Rivals desk on Tugboat (was causing PhysX errors + collision mesh is too insane to convert to primitives/convex)
12 Months Ago
Can't set fps.limit lower than 20 on the client (doesn't apply to editor or server)
12 Months Ago
Merge from main
12 Months Ago
Fix some LOD not being increase to 150m on blue siren light Decrease lethal range of radiation a bit but increase max radiation to 100m increase range of radiation but increase falloff too (so you start getting rads slowly instead of blasted by max)
12 Months Ago
Disabled radiation alarm sound when hackable crate is unlocked & chinook starts flying towards oil rig Keep radiation alarm sound when radiation starts on oil rig
12 Months Ago
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12 Months Ago
Adjusted HAB parent trigger volume due to reports of players falling out
12 Months Ago
Fix NRE when IO entity is null and radiation sphere is turning on lights Add `radiation_alarm_far` sound definition Change radiation alarm to play the farther audio range (100m -> 350m) Fix small oil rig scene heirarchy of radiation sphere
12 Months Ago
Fix directional light farz https://files.facepunch.com/sam/1b2111b1/Jn16Ruj0ub.png
12 Months Ago
Another materials commit
12 Months Ago
Apply a test change from earlier
12 Months Ago
Change green lights to blue on small oil rig
12 Months Ago
merge from wanted_poster_typo
12 Months Ago
merge from advent_mgl_fix & snowball_reload_fix
12 Months Ago
merge from building_skins_4
12 Months Ago
merge from 0_cost_repair_fix
12 Months Ago
Increase LOD distance of blue siren light from 65m to 150m (only affects the one used on oil rig) so it can be seen further away
12 Months Ago
Change green light with blue lights Changed to a single radiation alarm sound but bigger radius Fix radiation animation curve minutes calculation wrong
12 Months Ago
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12 Months Ago
merge from main -> oil_rig_radiation
12 Months Ago
Generate manifest
12 Months Ago
Add spinning siren light blue manually
12 Months Ago
Merge from main
12 Months Ago
Applied some shelved changes
12 Months Ago
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12 Months Ago
viewmodel anim updates
12 Months Ago
Fog lights support, remove second buffer that's meant for fog lights, remove bullshit code to support old directional light from it that was just meant to be tools-only, all light types just works now https://files.facepunch.com/sam/1b2111b1/C3pY5Q7jq9.png
12 Months Ago
All breakable meshes and LOD setup All textures updated for correct tinting, custom LODs for all mugs, gib pieces for all mugs, all collision adjusted
12 Months Ago
vm legacy bow - set up viewmodel renderer
12 Months Ago
changed bow fabric mat from fade to cutout