246,759 Commits over 3,928 Days - 2.62cph!

46 Minutes Ago
special spitter spitter elite special dont despawn enemy bullet if it kills player spiker special charger special
46 Minutes Ago
Leaderboard backup, run #15869
1 Hour Ago
Fixed asset labels on all new shields, manifest
2 Hours Ago
Only apply auto turret behaviour when actively bocking with the shield
3 Hours Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
4 Hours Ago
Update attack loops on reinforced shield
4 Hours Ago
One more delete
4 Hours Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
4 Hours Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
4 Hours Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
5 Hours Ago
Shore vector fix
5 Hours Ago
Test map scene 2
5 Hours Ago
Horse proper headlook setup, disabled old headlook
5 Hours Ago
Horse mountable blend tree tweaks
5 Hours Ago
Test map scene
5 Hours Ago
Codegen
5 Hours Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
5 Hours Ago
Can quickly open the prefab from CardRow
5 Hours Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
5 Hours Ago
Fixed Thick Skin card
6 Hours Ago
WIP Card Explorer editor window
6 Hours Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Today
Don't allow the shield to block while the held weapon is playing it's deploy animation
Use GameLoop.Instance where necessary Clear readied players on round start Fixed ready up sound being 3D Chatbox TextEntry font changed Fixed player friction being incorrect Fixed Pixelate effects getting stuck on-screen Only perform damage number effects on players - this was spawning at world origin if we hit the map :x
Raw anim import
Today
Rider galloping pose
Don't use bebas for the chat font it was driving me absolutely insane
Don't count spectators in Readying system
Super simple spectator camera controls
Combat sound overlap fixes, create spectator prefab, don't create player if we're spectating
Clamp gravity to a sane amt Validate deck inventory WIP big refactor to support non-playing players (spectators)
Today
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
Today
Merge from scrap_exchange_dynamic_pricing
Today
Fixed the out of stock calculation not taking into account the new scrap multiplier
Today
Merge from main
Fixed a couple bugs from test
Fixed merged autotiles not patching themselves when erasing nearby autotiles
Bit of docs, clean up
Do tile validation before updating bitmask instead of during so tiles destroyed after those that already updated their bitmask don't leave behind invalid tiles Fix Autotile Rectangle Tool Fix all the issues that the last 2 fixes caused
Today
wardrobe_01 updates + wood_trim_polished_blend_02 meta
Today
Fix disabled audio source warning when reconnecting in range of an active car radio
Merge from main
Today
Move joint OnBreak action to breaking group
Today
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
2x2 Edge now has proper tile count Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4 Fix rectangle delete not deleting non-autotile tiles when in autotile mode Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved) https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
Today
Add Joint.IsBroken Add Joint.StartBroken Add Joint.Unbreak() to activate the joint after breaking
Today
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits Spring joint impulse checked against break limit seems to be negated?
Today
hoover mat tweaks added another wood_trim_polished blend material wardrobe_01 initial commit
Change tile guide asset names Added 256 tile guides Can now create Autotile Brushes of each type. Remove Corner Type Implemented 3x3 Complete (255) Autotiling Fix Rectangle Tool preview Brush Rotation no longer incorrectly displays Autotile preview Paint Tool now supports 2x2 Autotile Brushes Fix issues when using Round brush with 2x2 Autotile Added descriptions to each tool Property Added "Merge Different Autotiles" Brush setting. Fix eraser not drawing above other tiles Check for the validity of a 2x2 Autotile existing when painting/erasing Maintain 2x2 validity check while using 255 size bitmask
Today
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity