238,092 Commits over 3,837 Days - 2.59cph!

47 Days Ago
flipX, some cleanup _deathScale, sfx networking tweaks remove SetFlipHorizontal
47 Days Ago
Moved existing Code files into a "Sprite" folder Create Tileset folder and add a basic TilesetResource Add empty TilesetComponent with stripped Tile class. Will optimize this further later. Began basic Tileset Tool, Draw grid with gizmo instead Create TilesetToolInspector, rebuild on hotload Strip TilesetComponent.Tile class and add TilesetComponent.Layer class TileMapTools -> TilesetTools. Add ControlSheet to TilesetToolInspector Create GameObject w Component when necessary Added SelectedLayer and Active to TilesetTool. Tileset Tool Header shows Selected Layer Created Layer List Widget and Layer Widget, displays in both ToolInspector and TileComponent https://files.facepunch.com/CarsonKompon/2024/July/22_22-51-HugeOtter.mp4 TilesetComponent.Layers is now a property under the Layers group
47 Days Ago
Unsaved grade change
47 Days Ago
Minor scrap transport damage fx improvement. Improving patrol heli damage fx WIP.
47 Days Ago
Merge from main
47 Days Ago
Merge from zipline_improvements
47 Days Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
47 Days Ago
merge from tincan_alarm
47 Days Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
47 Days Ago
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47 Days Ago
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47 Days Ago
Don't allow mesh shapes to generate contacts on sensors
47 Days Ago
47 Days Ago
First pass on browser info
47 Days Ago
Merge from main
47 Days Ago
Update shaders
47 Days Ago
Added first pass of jungle wall ruin caps for kit testing
47 Days Ago
Protobuf gen etc post-merge
47 Days Ago
Merge main -> UWSkidoo
47 Days Ago
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
47 Days Ago
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
47 Days Ago
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size. https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
47 Days Ago
Cubemapper Fixes (#1627) Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG Makes them work on Scene viewport Updates any time they're dirty Barriers should be set properly now Parallax for ambient envmap lighting Diffuse lighting from envmap should be working properly now Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
47 Days Ago
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
47 Days Ago
Added a way to override the placement layer mask of a deployable prefab
47 Days Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4 Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Adjustments for cubemapper and set barrier before setting renderstate Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
47 Days Ago
Hill cliffs erosion progress
47 Days Ago
This should do it
47 Days Ago
Use two passes for ggx cubemap filtering just like in cubemapper Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now Up sky.shader version
47 Days Ago
Try to make Linux happy
47 Days Ago
change sun angle so no wall shadows on sprites
47 Days Ago
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4 Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments. Give Network Options button ToolTip Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation" Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled Grey out interpolation icon when disabled Merge pull request #1631 from Facepunch/new-inspector-network-menu Updated Network Settings Menu in GameObject Inspector
47 Days Ago
Grey out interpolation icon when disabled
47 Days Ago
Fix compiling invalid async graphs
47 Days Ago
Fix TryGetActionGraphImplementation
47 Days Ago
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
47 Days Ago
Re-implement delegates with out parameters
47 Days Ago
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players 3rd argument to NetworkIDValidated - ownerID64
47 Days Ago
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
47 Days Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
47 Days Ago
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4 Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments. Give Network Options button ToolTip
47 Days Ago
Triggered by opening doors Updated protection values so it can take damage from fire
47 Days Ago
various material adjustments + .meta files added tint to some tileable/trimsheet materials that didn't previously
47 Days Ago
plane update
47 Days Ago
added floor_asphalt_b + damaged blend material https://files.facepunch.com/jason/1b2211b1/VyndgYRS1E.png
47 Days Ago
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
47 Days Ago
added corrugated_wall_b + rust blend https://files.facepunch.com/jason/1b2211b1/firefox_HMNsTm1PXF.png
47 Days Ago
Use cloud version of the M700 now Maps can override the player's camera, this sucks but it works for now
47 Days Ago
Initial commit Call flush here Don't set to connected until Activate Undo that Flush for source here too Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast By default queuedUntilState is null Remove debug logs Use new ByteStream( data ) instead of create w/ length then write Optimization to remove queues when no longer required (cheers Ziks)
47 Days Ago
Optimization to remove queues when no longer required (cheers Ziks)