244,583 Commits over 3,898 Days - 2.61cph!

3 Months Ago
Fixed conversation ending too early
3 Months Ago
The King gets in his car when the race starts. New NPCMounter entity.
3 Months Ago
Stash tests
3 Months Ago
Decor and monument components will now look at the world config to see if they are listed If listed they will set their values to the overriden values set in the config If disabled they will stop their spawn from happening
3 Months Ago
OnAnimationComplete is now run on the main thread so code isn't unknowingly run on other threads
3 Months Ago
Fix AspectRatio returning 1 (even when not 1) for single frame sprites
3 Months Ago
TileAtlas now properly adds bleeding tiles for tiles of sizes larger than 1,1
3 Months Ago
Set startup scene in project settings
3 Months Ago
Created TileAtlas class which will create a new texture from a Tileset that adds 1px of bleed around each tile so you don't see UV seems at medium-to-far zoom levels. Rewrote TilesetComponent to use TileAtlas w some other minor optimizations https://files.facepunch.com/CarsonKompon/2024/August/08_17-04-SnivelingQuetzalcoatlus.mp4
3 Months Ago
Set Jigsaw piece ownership transfer mode to Takeover
3 Months Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
3 Months Ago
git blame ignore "Copy over changes for shader resources"
3 Months Ago
3 Months Ago
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size) Load in config to tools first Setup JsonConverter for spawn filter flags
3 Months Ago
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders Match upstream m_bIsReadOnlyDepthStencil Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
3 Months Ago
Added my own jeep self uprighting which prob sucks
3 Months Ago
Merge from main -> monument_scenes
3 Months Ago
restored broken codegen files
3 Months Ago
pedal hint rewording, unicyclecontroller tweaks
3 Months Ago
Print cliff defintitions
3 Months Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
3 Months Ago
Coastal cliff material tweaks
3 Months Ago
Fairy lights new colors
3 Months Ago
crayon relic
3 Months Ago
correct texture names
3 Months Ago
removed old underwater plants textures
3 Months Ago
Don't show base Collider Properties in the Tileset Tool Inspector TilesetComponent now has proper collisions. Also cleaned up the Rebuild function https://files.facepunch.com/CarsonKompon/2024/August/08_13-55-GummyTopi.mp4
3 Months Ago
Add libevents Use state machine for spike trap
3 Months Ago
Fixed IMaterial:SetVector4D not using float inputs Fixed changelevel crash to do with ragdolls Fixed erroring material in EP1 (Stalker teeth) Update Kleiner and Alyx models Fixes Kleiner's idle animation to be the unique Kleiner one Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations) Dog model with episodic animations This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene. Moved stalker_animations.mdl to overrides folder Merged Eli model with Episodic animations
3 Months Ago
Coastal cliffs lowpoly and colliders Deleted unnecessary textures
3 Months Ago
Fix FindMode.InAncestors in prefab scenes ignoring root object
3 Months Ago
Add Make Initial State context menu option
3 Months Ago
footsteps, trying to figure out how to lerp pickups
3 Months Ago
Add a gradient along transitions, thanks @MaxLebled https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
3 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
3 Months Ago
Allow wolves to reprioritize their target when fighting a group
3 Months Ago
Support for multiple transitions between the same pair of states https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
3 Months Ago
balance flag relic
3 Months Ago
Fix compile errors in server/client modes
3 Months Ago
merge from main
3 Months Ago
collision damage - disabled for now - also moved test data output to editor define
3 Months Ago
player dresser, move networkhelper logic
3 Months Ago
merge from buildingerrors_improvements
3 Months Ago
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
3 Months Ago
Update: Treat Obsolete warnings as visible, potentially errors. This allows us to clearly see when we have deprecation warnings. We can still clear the console if it's too spammy. Lastly, because they're treated as warnings and not flat-out-errors it allows us to control when we hard-deprecate via flag to [Obsolete]. Tests: marked a funciton as Obsolete - observed warnings instead of errors. Marked that func as obsolete-error - saw errors.
3 Months Ago
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
3 Months Ago
Added debug functions to print out all monument and decor descriptions - will use these as part of a blocker list in order to prevent certain monuments/decor pieces from spawning
3 Months Ago
Merge: merge from main Lets see how much extra work I got left now
3 Months Ago
Update: AssetStorage now respects compression settings for Save() Originally it was doing nothing (because it picked a compression format as textureFormat, but then set textureCompression to Uncompressed), but now it'll try to compress on request. We only have 1 place where we attempted to compress the terrain normal map, but I'm disabling that explicitly (as it would lead to fudged normals). Tests: Baked Heightmap on CraggyIsland - spat out the same formatted texture as before
3 Months Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy