239,509 Commits over 3,837 Days - 2.60cph!

37 Days Ago
Spawn a camera in procgen so the player will acquire it on spawn, lets us see our desired post-processing in editor scene view
37 Days Ago
Sword can't gather wood
37 Days Ago
Adjusted world bloom
37 Days Ago
VoxelWorldState.CurrentVersion++
37 Days Ago
Up the world size as a test
37 Days Ago
Show outdated worlds with a red background
37 Days Ago
Make world save fetch/load more concise, TryLoadFromSelectedFile can fail if world is outdated
37 Days Ago
Leaderboard backup, run #13252
37 Days Ago
Shadow maps were stripped out for testing, readded
37 Days Ago
Script tests
37 Days Ago
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38 Days Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
38 Days Ago
Expose Screen Space Shadows as a parameter for Directional Light SSR uses our generic ScreenSpaceTrace methods 🙏
38 Days Ago
Change Main Menu title
38 Days Ago
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
38 Days Ago
Delete MyComponent.cs Add basic settings menu with audio sliders that save/load
38 Days Ago
Fixed world save id being wrong when loading a world Player position persistence
38 Days Ago
Hopefully fix HighlightSelectBlock NRE Can now hold right click to place 3d rect of blocks
38 Days Ago
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38 Days Ago
Adjusted IO counter to look better. Should also be converted to TMP SDF to look less blocky.
38 Days Ago
Added back in pouch/satchel constraints (got nuked somehow)
38 Days Ago
adjusted reload animation timings to eliminate a few dead frames before you can fire
38 Days Ago
Possible improvement for the superscaled impact sparks.
38 Days Ago
Fallback carriable is more effective against wood
38 Days Ago
Fix not having punch animations in published build on new character
38 Days Ago
World model
38 Days Ago
Added HighlightSelectedBlock to pickaxe and made it slightly more effective on soil Added Stone Shovel and Stone Sword Fix Character Select Modal not working on first startup Fix Shovel and Sword positioning Don't show BuildingOverlay over the Inventory
38 Days Ago
Melee Weapons use durability when hitting the world
38 Days Ago
Fix MeleeWeapon not hitting the correct block(s)
38 Days Ago
Using the Character Select menu in the Pause Menu will actually change your character instead of saving your existing character over it. Update Stone Axe/Pickaxe to use proper models
38 Days Ago
Fixed NRE when trying to initialize a pie menu option without any description (fixes the NRE when holding E to eat a collectible)
38 Days Ago
Fix CraftingMenu sizing
38 Days Ago
SMG Crafting Recipe makes a bit more sense Balance DamagePerItem for rock node Fix rock resource being Wood type Add Stone Pickaxe Added Stone Axe
38 Days Ago
Added hold_R bone to sword.vmdl
38 Days Ago
Add placeholder audio for the wolf
38 Days Ago
merge from digitalclock
38 Days Ago
Added an option to GroundWatch to consider deployables grounded when at least on their AreaCheck is still holding - useful for deployables with two differents free sockets Fixes the digital clock getting destroyed by physics neighbor updates despite still holding on something
38 Days Ago
Temporarily removed explosion blur to error fix.
38 Days Ago
updated assetzoo removed errors from first lookdev scene
38 Days Ago
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space Add button to toggle albedo chart https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
38 Days Ago
Made some Music to set the mood 🎵 Improved the Roller rolling sound
38 Days Ago
Fixes to normals and tiling on wallpapers
38 Days Ago
Missing file
38 Days Ago
Update: Nuking the allocating StringView.Split There's a non-allocating overload already present, so going to keep it default to help keep the 0-allocations approach. Tests: none, trivial changes
38 Days Ago
FlattenGround: do bigger things first
38 Days Ago
FlattenGround tweaks
38 Days Ago
added rural_a building kit
38 Days Ago
Update Mining Laser Item Icon
38 Days Ago
Added wainscotting C textures as optional addition to set, created skin objects for wainscotting B and C