244,527 Commits over 3,898 Days - 2.61cph!

3 Months Ago
Have fsm UI states sync their name with the actual runtime state instance
3 Months Ago
Transitions can have a delay window, or exact trigger time Fixes #11 https://files.facepunch.com/ziks/2024-08-22/sbox-dev_hzOo8z1P7g.png
3 Months Ago
Fixed generated path meshes not preserving the w component when rotating tangents
3 Months Ago
Use LineBBox in Zone, so much less noise in the Scene view
3 Months Ago
++
3 Months Ago
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
3 Months Ago
Tie audio tracks to the play buttons
3 Months Ago
Menu prefab
3 Months Ago
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering) Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up) Removes water volumes from lakes (now handled with AddToWaterMap) Eliminated noEarlyExit parameter from WaterLevel Fixed several edge cases in WaterLevel
3 Months Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
3 Months Ago
WIP left hand IK, still not working
3 Months Ago
▅▅▄▊▇ ▇█▌▄ ▉▋▊▋ -> ▅▅▋█▉▌▍▍▇_▄▄▄▉█▍▍▉▅▌▉█▄
3 Months Ago
Merge from fix_zstring_analytics_clear -> main
3 Months Ago
Leaderboard backup, run #13372
3 Months Ago
Fix analytics bulk uploader not clearing string buffer between each line serialized
3 Months Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
3 Months Ago
Refactor IK to specify right hand, in prep for left hand pass
3 Months Ago
Compile fixes, cleanup
3 Months Ago
- Don't allow mounting the DPV in shallow water - Dismount player if water becomes too shallow - Removed unused waterlogged check
3 Months Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
3 Months Ago
Added fixcars convar support to the DPV
3 Months Ago
menu cards show HP diamond ring maps start farther apart bow and arrow mantlepiece clock relic dartboard relic pirate flag relic
3 Months Ago
Merge main -> UWSkidoo
3 Months Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
3 Months Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
3 Months Ago
Internal AfterDepthPrepass hooks CSM doesn't suck anymore Texel snap cascade shadow map matrix so lights never shimmer when you're moving Cleanup Use the frustum from the previous shadow map to cull the current shadow map, m_pLightObject neverr used
3 Months Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
3 Months Ago
Fixed timings on reload animation FX call. Iterated on FX.
3 Months Ago
Fixed DigitalClock.FadeOutScreens NRE
3 Months Ago
Fix FindClosestPoint for scaled meshes
3 Months Ago
Merge from tests
3 Months Ago
Merge from /scene
3 Months Ago
Delete my temp scene
3 Months Ago
Final clothing
3 Months Ago
more clothing wip
3 Months Ago
Added MWHEELUP/MWHEELDOWN InputGlyphs
3 Months Ago
Clothing wip
3 Months Ago
Started adding shortcuts First pass at copy / paste (#8)
3 Months Ago
Subtracting 103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
3 Months Ago
Add labels to transitions in fsm UI
3 Months Ago
wip debris_kit_a + debris_a assets https://files.facepunch.com/jason/1b2111b1/firefox_CqaZEf7HvS.png
3 Months Ago
Merge from world_update_2 Had to subtract the elevator merges as the custom manifest rebuilds have caused aux2 to lose some merge links, resulting in merge conflicts in files that should not have merge conflicts
3 Months Ago
add 30s sound track preview audio files
3 Months Ago
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland) Ocean is culled entirely under the terrain (exists neither for physics nor rendering) Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up) Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers) This will likely break everything and ruin all of our lives for the next few weeks
3 Months Ago
merge from wallpaper
3 Months Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
3 Months Ago
Prevent chatbox overflow when typing a longer message
3 Months Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
3 Months Ago
Show notification button for all
3 Months Ago
Force fur to bypass render queue check the same as Hair is