244,609 Commits over 3,898 Days - 2.61cph!

4 Months Ago
Boomerang Material Update
4 Months Ago
Fix Save All Scenes only saving the current scene
4 Months Ago
Fix little mistake in FindInPhysics
4 Months Ago
added shoals to junkpile_water prefabs
4 Months Ago
Added Click and Drag to move tiles in Tileset Editor https://files.facepunch.com/CarsonKompon/2024/July/28_16-49-VibrantIvorybilledwoodpecker.mp4
4 Months Ago
Fix Component.Destroy CallBacth error Component.Task returns a cancelled TaskSource if no GameObject
4 Months Ago
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
4 Months Ago
Added Vector2Int * Vector2Int operator since I forgot it
4 Months Ago
Fix heatmap
4 Months Ago
Leaderboard backup, run #12787
4 Months Ago
Season name
4 Months Ago
Old season
4 Months Ago
Reorganize structure. Fix up. Recompile shader 1 Fix pointer events - disable guassian blur shader for heatmap for now its broken Fixed scrolling
4 Months Ago
Fix divide by zero error when dragging sprite with single frame in first animation Support TileSize of non-square size. Draw grid accordingly. Push the example assets for now since old ones are ancient
4 Months Ago
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
4 Months Ago
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
4 Months Ago
v_spaghellim4: new animations & base animgraph
4 Months Ago
Fix divide by zero error when dragging sprite with single frame in first animation
4 Months Ago
Revert "send timesince relative as score" This reverts commit de75c3de691e3d2dabcd512a01e35b3ded3b0206.
4 Months Ago
merge from seaweedtest
4 Months Ago
Link to first steps page
4 Months Ago
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
4 Months Ago
Fucked it
4 Months Ago
Fix NRE in LibraryDetail Fix NRE in EnumControlWidget More missing dependancy diagnostics
4 Months Ago
Update trails.scene
4 Months Ago
Reset error report counters between games Better fingerprinting Error report unit test Diagnose startup problems by testing individual assemblies before launching
4 Months Ago
Allow traces to ignore static/dynamic/keyframed bodies
4 Months Ago
Report native library not loading as a special exception SystemInfo has StorageSizeAvailable, StorageSizeTotal Rename ErrorReports to NativeErrorReporter to create a distinction Load version info as soon as possible Move error reporting out of Bootstrap Catch startup errors
4 Months Ago
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
4 Months Ago
Leaderboard backup, run #12775
4 Months Ago
fix charger flipX, show timer when game over send timesince relative as score fix gameover timer
4 Months Ago
A range of shoal prefabs. Critter displacer added to main camera. Surface culling still buggy (WIP)
4 Months Ago
Add leaderboard support
4 Months Ago
remove debug inputs
4 Months Ago
timer display changes
4 Months Ago
disable healing darts
4 Months Ago
menu, TimeSinceRunStart, anim tweak
4 Months Ago
pausing pause timer
4 Months Ago
Fix NRE in VrHand.cs Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet Diagnose sockets[i] somehow being null Fix NRE in Input.Process Ignore NaN positions with a warning instead of an exception Fix being able to double destroy components Make CallbackBatch 'safer' by making it always require a scene
4 Months Ago
No longer take ownership of Manager GameObject No longer take ownership of the GameObjects that shouldn't be owned by anyone Mark a bunch of client-side prefabs as Never Network Update Shadow Spawning and make them client-side. Reduces a ton of network load. Remove .wav files from ResourceFiles Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes Stop looping through every player and doing sqrt calculations for each individual sfx Don't network Current/Required Experience since it isn't shown to other players Don't run certain Spitter code on non-host EnemyBullets should only check collisions on host Don't update Hud on Time.Now, make fade in client-side Save game.scene after having it run the JsonUpgraders Sync attacking animation Broadcast Explosion animation for Exploder Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading. Update SpriteTools Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing fix exploder spawn anim not playing Revert "Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes" This reverts commit db7cdf26e0ad0bc78e0db7eb4522f354ba22d927. fix sprite anims
4 Months Ago
Add twist/pull forces to particle effect https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
4 Months Ago
We don't need two terrain scenes
4 Months Ago
Fix mesh trace fraction, causing incorrect best result when tracing render meshes and physics world at same time Fix scene mesh block tool not working on terrain, just ignore box drag when bounding box gizmo is pressed
4 Months Ago
terrain.benchmark tweaks
4 Months Ago
Update SpriteTools Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing
4 Months Ago
Terrain_Normal: dY was inverted
4 Months Ago
Reenable terrain specular and recompile it with normal fixes
4 Months Ago
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
4 Months Ago
replace some emoji, more card materials replace more emoji more card mats, replace relic emojis
4 Months Ago
Add Cornel Box with Fog for testing dynamic indirect fog lighting