253,585 Commits over 3,990 Days - 2.65cph!

3 Years Ago
Adjust customize lighting Bit of cleanup
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Model class can be (de)serialized to JSON, allowing its usage in Assets
3 Years Ago
Achievement renaming !release
3 Years Ago
Show equipped hat Show equipped trail Disable SceneWorld trail particle for now, engine bug to look at
3 Years Ago
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
3 Years Ago
Allow create node context items to be filtered out easier Filter out group input/output anim nodes in context menu, we should never have to make these manually
3 Years Ago
Add back beam dmg amount
3 Years Ago
Cleanup Beam does 1 dmg per second Laser knockback Fix up post-damage invulnerability delay
3 Years Ago
Add nullptr safeguards to CMaterialVar::SetTextureValue
3 Years Ago
Insert new node ids only after replacing child references on all nodes Delete all nodes group node has in their manager when they get deleted Add context menu item for grouping selected nodes Switch back to using CAnimGraphEditorWidget for CQGroupEditorWidget
3 Years Ago
merge from main
3 Years Ago
Fixed "Steam overlay replacement" window opening links externally
3 Years Ago
Some leaderboard admin script stuff
3 Years Ago
Update local.platformer.fgd Asset compile Fix laser damage
3 Years Ago
Check for valid selection entities in the player for cases when a unit is destroyed but it isn't ours
3 Years Ago
Remove justify-items from SCSS
3 Years Ago
Remove justify-items from SCSS code (it isn't valid) and fixed NRE in SelectedItem
3 Years Ago
Add entities to Hammer GameData straight from games assembly data (skipping fgd) Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )`
3 Years Ago
Added decay platform Added laser beam (does not deal damage yet) Update PlatformerController.cs Added temp laser beam particle Updated test map
3 Years Ago
Only show path particles if the unit belongs to you
3 Years Ago
Destroy ghost when entities tool is deselected
3 Years Ago
Don't center on the Z axis when placing ghosts
3 Years Ago
Allow customizing center properties on ToSourcePositionCenter
3 Years Ago
Added EntitiesTool.EntitiesToolMode For testing automatically create a ghost entity from the first available EditorEntityLibrary type
3 Years Ago
Adjust Block List SCSS and add backdrop filter blur to make it easier to see Added EditorEntityLibraryAttribute and use it for PlayerSpawnpoint
3 Years Ago
Added stub for Entities Tool in the radial menu
3 Years Ago
Fill server details from c# ServerList bindings
3 Years Ago
Added PlayerSpawnpoint with ISourceEntity implementation (does not render outside of Editor Mode) Update sbox-voxels submodule
3 Years Ago
Add ISourceEntity and SourceEntityAttribute Remove SourceEntityAttribute Serialize and Deserialize ISourceEntity on Voxel World load and save Ensure that ISourceEntity types are deleted when a VoxelWorld is reset
3 Years Ago
Citizen: updated mesh files + further optimized LOD3
3 Years Ago
Game over / victory screen delay (not in speedrun mode) Updated rich presence strings Exclude burst debug dir from steam upload !release
3 Years Ago
Fix erode tool not working seemingly randomly due to some uninitialized memory
3 Years Ago
AsyncTasks tests stability
3 Years Ago
Consolidated normal computation
3 Years Ago
Invalidate cached campaign leaderboard after submit !release
3 Years Ago
Fix crash when reassigning node ids with connections
3 Years Ago
Reassign node IDs when they already exist, this is usually due to when a group node is copy pasted
3 Years Ago
Height/splat polish around launch site.
3 Years Ago
Citizen: fixed LOD2/3 still having default eyebrows
3 Years Ago
▊▊▊'▍ ▋▆▅█▊ ▅▊▊▌▆▇▆▇▆ ▋█ █▋▅▇▇▉▍, ▍▍▉▆▌ ▇▄▄▇▉▋▌▊▉▅▉▍▅▅▉▊ ▄▅ ▉██▊▆
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
▄▋▉ ▆█▊▋/▌▆▄█ ▇▌▊▆▇▄.
3 Years Ago
Fix tinting for the base shader
3 Years Ago
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
3 Years Ago
Moved magnet crane animator params to the base class
3 Years Ago
Remove debug stuff from playground
3 Years Ago
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
3 Years Ago
Merge from Powerline_Zipline