243,208 Commits over 3,898 Days - 2.60cph!

Yesterday
- Added methods to check if siege tower is tipping over or has tipped - Moved them into BaseVehicle
Yesterday
Clothing Update
Yesterday
Battering ram back door physics tests
Yesterday
Fix readonly string control widget
Yesterday
Add top secret hidden feature to wolves
Yesterday
Fixed bug preventing loaded horses that are towing something from being detached
Yesterday
Merge from main
Yesterday
- Ensured ride horse shows up first instead of tow/detach (again?) - Fixed NRE with random.range
Yesterday
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
Yesterday
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
Yesterday
- Improved rope tension values - Fixed weird rope wind amplitude - Tweaked wind values with some more randomness
Yesterday
Gesture Pack store page
Yesterday
Codegen/manifest
Yesterday
Added DisableFollowCam to CameraTrigger
Yesterday
- Adjusted wind amplitude - Adjusted connection points
Yesterday
Fixed TransformLineRenderer NRE
Yesterday
Enable horse siege harness if is towing flag enabled
Yesterday
Cutscene NPC mixer fix Camera doesn't turn automatically when running backwards
Yesterday
Move NPC Mixer from Game Mixer to Master
Yesterday
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
Yesterday
lowered guide mesh pivot to be the ground rotated back door up removed wheels off of rear door
Yesterday
Cleanup Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
Yesterday
Fixed the siege harness in testridablehorse after the merge
Yesterday
further marching cubes work - separating sculpting data from marching cubes view through a sampling interface - pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup) - some vertex generation changes that would let us interpret non-boolean datasets better
Yesterday
Refinery updates catwalk work
Yesterday
update some particles new drowning mask small adjustments
Yesterday
Reserialized map
Yesterday
Get rid of map Update sbproj Don't tick this if we're not in VR Remove old VR stuff
Yesterday
Set HelpUrl
Yesterday
Battering ram constructable prefab stages
2 Days Ago
Can rotate and scale map game objects
2 Days Ago
Unify UI and ListenLocal, should have complete parity with how it was before 🤞
2 Days Ago
Tint default Color.White
2 Days Ago
Hammer Game Objects * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additively loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Co-authored-by: James King <james.king@facepunchstudios.com>
2 Days Ago
Basic Checkpoint system Basic ui for checkpoint Clean up
2 Days Ago
Properties with [Hide] don't contribute to features tabs Don't need these Hammer prefab templates anymore InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
2 Days Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
2 Days Ago
Fixed menu scene, first pass balance of shooting sounds using new falloffs
2 Days Ago
merge rom dpv_player_animation_edit
2 Days Ago
merge from trainyard_water_tower_fix
2 Days Ago
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2 Days Ago
merge from train_caboose_disposal_error
2 Days Ago
ViewModel ApplyAnimationTransform NRE fix PlayerPawn.OnPossess NRE fixes
2 Days Ago
re-enabled flowMovementScale on kayak
2 Days Ago
Fix exception in Asset.ReadJson() Fix NRE in GetBoneObject() when using the wrong name
2 Days Ago
Fix HUD inventory not ordered properly
2 Days Ago
merge from main
2 Days Ago
Applied PostIK to the updated SMG FX prefabs.
2 Days Ago
Merge from ai_wolf_iteration
2 Days Ago
Add placeholder wolf eating sounds