244,385 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Fixed corrupted 2module_flatbed prefab
1 Year Ago
Workbench description update
1 Year Ago
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
1 Year Ago
Import Terrain to Mesh
1 Year Ago
Fixed bugs with signals getting the next signal
1 Year Ago
More signal WIP
1 Year Ago
Fixed distAlongSpline bug
1 Year Ago
Signal learns its block size
1 Year Ago
First pass on a way to bake foliage into a scene at edit time Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
1 Year Ago
Signal can find the next signal and pass the info back
1 Year Ago
Accept stopAtSignal parameter
1 Year Ago
Added truck model blockout for a preview
1 Year Ago
Some more track spline code cleanup
1 Year Ago
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
1 Year Ago
Reworked trophy head submit process
1 Year Ago
Editor.Animate promoted to public
1 Year Ago
Merge rail_network_link -> TrainSignals
1 Year Ago
Cleanup, docs, fixed search targeting the current selection - instead reset selection entirely
1 Year Ago
Rewrite component type selector to support selection categories, animated traversal https://files.facepunch.com/tony/1b1511b1/sbox_86bKULbb2X.mp4
1 Year Ago
Moved tiled rendering buffers to lightbinner, where it should belong Remove members that have long been deprecated, start adding support for structured buffer lights Move all cbuffer stuff to legacy, standard will only have structured buffer path Start implementing structured buffer lights data structure Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now Remove bMixed from LightEntry, it's complete bullshit, let static lights render only dynamic objects when doing shadows Unified shadow casting, map indexed lights so we can fetch them easily and without needing to order sequentially, remove more deprecated stuff Get rid of lightbinner_legacy completely Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering Remove more unused parameters from lightbinner Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight Lightcookies and point lights
1 Year Ago
Show component header icon fallback
1 Year Ago
experiments
1 Year Ago
Clear scene when leaving play mode Make internal PreRender non virtual
1 Year Ago
Add SceneCamera.OnRenderOverlay
Leaderboard backup, run #6684
1 Year Ago
cherrypicking 88560
1 Year Ago
Add icon for sound listener
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
BoolControlWidget: don't propagate mouse press to parent widgets
1 Year Ago
Can expand/shrink component sheets https://files.facepunch.com/tony/1b1511b1/sbox_IZ529lK3ch.png
1 Year Ago
Added path for updating audio listener outside of client gameloop
1 Year Ago
Add SoundListenerComponent, test sound on Turret
Leaderboard backup, run #6680
1 Year Ago
Enforce Scene GameObject.Id uniqueness, change Id and warn when adding a gameobject with a duplicate Id Update scenes with all unique Ids
Leaderboard backup, run #6678
1 Year Ago
Implement BaseComponent.Awake, Start, OnDestroy & unit tests to enforce behaviour
1 Year Ago
Start trying to phase out RnHull and RnMesh
1 Year Ago
Bounds fix
1 Year Ago
MSAADefaultNonVR -> MSAADefault
1 Year Ago
Simplify submit function even more Bind GetLastPoses Wtf I thought I deleted these? Remove unused glue structures Add GetTrackedDevicePoses back, we need it
1 Year Ago
Fixed cut just copying Fixed duplicating and pasting not making unique ids Fix game double ticking
1 Year Ago
Remove bullshit from RnHull and RnMesh to see if still loads and how
1 Year Ago
GameObject.Clear tests
1 Year Ago
add *idea to the git ignore add TryGetComponent<T> method Add TryGetComponents<T> fix parameters and add to `BaseComponent` remove TryGetComponents<T>, mostly redundant
1 Year Ago
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
1 Year Ago
Extended info in editor startup when waiting for account information Skip null children in TreeNode list
1 Year Ago
Fix prefab world not rendering Fixed prefab tree selection not working Prevent trying to "play" prefab scenes Change how PrefabFiles are loaded Remove undo spam Select root prefab object when opening prefab scene Allow editorsession to initialize the scene camera position Fix components not properly shutting down on prefab edit Always Destroy/Shutdown components before removing from a GameObject Give Prefab redirect scene a nice name Fix Prefab instantiation If the scene has a camera, use that as editor initial camera position first Add Undo to AlignToView Comment out unused menus Update TurretComponent.cs Update prefab_test.scene
Leaderboard backup, run #6661
1 Year Ago
Tidy up submit logic