248,743 Commits over 3,959 Days - 2.62cph!

2 Months Ago
S2P radtown to try and eliminate missing materials in middle building (will cause a conflict with save_260, this change should be disregarded when merging)
2 Months Ago
Can give an optional target to scene event nodes Fixes Facepunch/sbox-issues#6726
2 Months Ago
Music/Ambience now plays based on what is defined in LevelManager
2 Months Ago
Remove old platform code from player
2 Months Ago
level 2c Update
2 Months Ago
merge from fix_radiation_rounding_damage -> main
2 Months Ago
Add more Metadata to LevelManager and implement ISceneMetadata Remove all SceneInformation components in favour our new one
2 Months Ago
Round the display values of radiation down instead to match the radiation values on the server - both for the item info panel & the total radiation protection beside the player model
2 Months Ago
Siege tower deployable prefab tweaks
2 Months Ago
Fixed player stuck in slow state if the siege weapon pulled has been destroyed Reduced the max distance before releasing the pulling
2 Months Ago
Hide quality level until O(n^3) downsample issue is solved on shader
2 Months Ago
Final adjustments to DoF
2 Months Ago
Subtract rounding the serverside radiation values
2 Months Ago
Added a transform line renderer for the extra belt parts on the side of the horse
2 Months Ago
merge from main -> fix_radiation_rounding_damage
2 Months Ago
Add TreatWarningsAsErrors compiler option Add TreatWarningsAsErrors to built-in addons Helps us catch warnings before the build fails because of BuiltInTests.NoWarnings Add some default lighting to game object thumbs if scene is unlit
2 Months Ago
Fix SoundEvent JsonUpgrader to accommodate for RangedFloat values.
2 Months Ago
Merge from fix_ddraw_text_ztest -> main
2 Months Ago
merge from fix_map_focus_light -> main
2 Months Ago
Added hill cliffs small to the world setup / smaller rocks will spawn around the hill cliffs to fill in some of the previously empty areas
2 Months Ago
Store pages, checkout
2 Months Ago
merge from community_ui_inventory -> main
2 Months Ago
Basic MapSelectTrigger SceneTrigger and FadeUI improvements. Added option to send player to World Map Fix Player getting stuck in squish states sometimes Added loading screen with cute animation https://files.facepunch.com/CarsonKompon/2024/October/29_14-04-DarkblueShrimp.mp4 World Map now does the new fade-in and load screen. Should be uniform just about everywhere now
2 Months Ago
Bugfix: avoid exceptions when modifying decals in editor Tests: on craggy spawned a bunch of decals, modified them in various ways, deleted them - no exceptions
2 Months Ago
Added Distance/Falloff to Sounds (#1682)
2 Months Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
2 Months Ago
Merge from main -> community_ui_inventory
2 Months Ago
merge from fix_jug_dump_leaving_water -> main
2 Months Ago
Merge from ai_wolf_iteration
2 Months Ago
Temporarily prevent wolves from hunting scientists until we update their AI
2 Months Ago
merge from qol_map_marker_num -> main
2 Months Ago
Mouse back/forward buttons in asset browser Clean up history logic a bit
2 Months Ago
refinery updates
2 Months Ago
Connect further up the horse (like it would do in real life)
2 Months Ago
Merge from ai_wolf_iteration
2 Months Ago
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2 Months Ago
Fix menu option for "numbered pins" being incorrect Fix pins starting at 0 instead of 1
2 Months Ago
Fix wolf mesh not being culled on client when occluded
2 Months Ago
Use side anchors rather than central one
2 Months Ago
Add scroll layout enter/exit events to ListView Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled Don't refresh whole browser content when a thumbnail is updated Just do a single thumbnail render per frame for now, feels less janky
2 Months Ago
Added temporary rope material
2 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
2 Months Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
2 Months Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
2 Months Ago
Use cliententities rather than serverentities to find other towing visuals
2 Months Ago
merge from qol_map_marker_num -> main
2 Months Ago
Fade out items you don't own in avatar scene
2 Months Ago
Fix wolves not stopping when ai.move is set to false while the server is running
2 Months Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
2 Months Ago
Re-setup catapult for towing visuals