223,482 Commits over 3,684 Days - 2.53cph!

Yesterday
Fix debug views for dynamic lights, update comments
Leaderboard backup, run #11130
Yesterday
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Yesterday
Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
Yesterday
Fix foundation not replacable under a roof - ensure foundation can't be placed clipping into roofs https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
Yesterday
Fixed reload option when selecting a minigun in the inventory not translating properly
Yesterday
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Yesterday
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
Yesterday
S2P both stables and fishing villages
Yesterday
Fix 'Saved = true' being set for the new function
Yesterday
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
Yesterday
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames
Yesterday
Script setup on tools
Yesterday
More map marker size adjustments
Yesterday
Remaining throwables w/ script setup
Yesterday
Fixed one of the cake candles getting blown out out when you run far
Leaderboard backup, run #11125
Yesterday
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
Yesterday
Shrink vending machine clusters that are too close to mission marker clusters
Yesterday
Conversation screen can now be closed with escape
Yesterday
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
Yesterday
Gizmo.Control.BoundingBox
Yesterday
Constant roam Get random point closer to agent Use a bounding box for npc spawn
Yesterday
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
Yesterday
Remove keycard on use Destroy fire if lasts too long NPC now roam
Yesterday
Fix nexus map not filling the screen when zoomed out on ultrawide displays
Yesterday
Added support for 'AssetModificationProcessor' interface, which now keeps track of added and removed assets, allowing the tracker to process those entries
Yesterday
Refresh list of nicknames every 30s for the first 2 minutes of gameplay, then move to refreshing steam nicknames every 5min
Yesterday
Fix client crash when loading clan score events
Yesterday
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
Yesterday
Fix minigun deleting ammo when it runs out of durability and deletes itself (by putting ammo into inventory)
Yesterday
Shadergraph: Add depth node
Yesterday
These two clothing icons were missed in the layout change
Yesterday
Add `breakheld_almost` command to put the held item to 1 durability
Yesterday
Update Facepunch.ActionGraphs Use ActionGraphCache when cloning / instantiating GameObjects
Yesterday
Test scene for benchmarking cloning objects with ActionGraphs attached
Yesterday
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Yesterday
Clamp navmesh heightfield size to sane values to avoid alloc crash
Yesterday
Move editor addon .cs files to Code directories Update .git-blame-ignore-revs
Yesterday
Fix unable to replace foundation under half height floor after the foundation is destroyed - exclude floors from normal deploy volume - add smaller build volume the exact size of the foundation specifically for floors https://files.facepunch.com/jakerich/8JGYPyRbYbgdmtWo/5QcMFMEycMJf4bG7.png
Yesterday
Merge from unity_2022.3.24
Yesterday
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Yesterday
Ability to auto join full servers when they get a free slot https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png The selected updates every 10 seconds now. Ability to add servers to favorites by IP https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png
Yesterday
Benchmark cached vs uncached
Yesterday
Wizard UX improvements Paths cleanup
Yesterday
Don't use 4 players lol Refactor projectiles to not require a collider
Yesterday
Add GameStateManager.PlayerCount for debug
Yesterday
Refactor player movement a bit, turn rate does stuff now, boost reduces turn rate drastically
Yesterday
Shoot projectiles instead clean up
Yesterday
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