253,328 Commits over 3,990 Days - 2.65cph!
Traffic cone - lod0
Merge branch 'master' of sbox
FPArms: added parameters for left fingers & to blend either hand to neutral pose
(This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
Added Momentary property to ent_button
Also added OnProgress and OnReleased outputs
Replaces momentary_rot_button but also works with non rotating buttons.
Minor debug text fix for map IO debug
Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
adding decals textures/materials, fixed files name/location
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Magnet crane braking/steering
Updated textures for a specific button and hoverball models
Cleaned up some checkpoint code
pipe tileset + checkpoints
test vmap
compiled file
Final height & splat polish on north side
Added iarc certificate id
Don't show server details on loading screen when streamer mode is enabled
Fix server details not showing on loading screen when reconnecting to the same server
Just about done splatting the north
New Hair! - Ponytail
You asked for it, we have female hair! Better yet, something abit more androgynous. Should work well with both masculine and feminine outfits!
Create video command, bind to f6, press to start recording, press to stop recording
Try to register/unregister procedural texture allocation for swap chain textures
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Register swapchains as procedural allocations x2
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
setup a save file for testing.
Only copy fog attributes on RenderScene
- Fixed controls working while magnet crane is still starting its engine
- Completed magnet flag TODO
Revert "Register swapchains as procedural allocations"
This reverts commit 289fd4e86ee1a87e7acae60d7cef095195e68482.
Allow blendable shader to set world mapping
Register swapchains as procedural allocations
fixes assertion on game close
Multithread DXT compression
Swap BC7 encoder and multithread it
Breaking up logic
Merge pull request #194 from Facepunch/texcompile-speedup
Multithreaded texture compilation
EditorToolSelector -> SimpleRadialMenu
Added Save World and Load World options to the radial menu (only Save works right now)
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Update to GameServices.SubmitScore
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
Revert timeout and colour changes for testing
Simplified magnet crane steering code - use torque force only