233,527 Commits over 3,775 Days - 2.58cph!

5 Days Ago
Set up collision rule for grenades not colliding with player_clip
5 Days Ago
merge from main
5 Days Ago
compile fix
5 Days Ago
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
5 Days Ago
reduced texture size on tin_can_wire to 256 x 64
5 Days Ago
Merge from parent
5 Days Ago
merge from main
5 Days Ago
Not deployable inside trees Always look up and don't use the target normal
5 Days Ago
Added SSE2 back to x64 target
5 Days Ago
Merge from main
Leaderboard backup, run #12631
5 Days Ago
Hook up win and lose animations
5 Days Ago
Merge from community_improvedcountdowns
5 Days Ago
More changes, thanks Plastic
5 Days Ago
Merge TrainBreakBarricades -> main
5 Days Ago
More changes
5 Days Ago
Adjusted damage to barricades by trains, and to trains by barricades
5 Days Ago
Reapplied changes, added TimerFormat setting adds the ability to format the number as a timer with various presets Re-Applied JSON API changes Oops.yaml Ensure Unique Names for unnamed panels if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell Upload Countdown Test example Added Reset method just resets the Update Invoke Call Reset if the Interval gets updated Update Missing sprites Merge branch 'Facepunch:master' into CountdownImprovements Fix Invoke post Client hashing switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that Move example json to test folder Undo invoke change & fix spacing undo invoke changes as there is a fix for string based invokes Merge changes Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility Some minor formatting changes Thanks for the PR! Merge pull request #56 from Kulltero/CountdownImprovements Countdown improvements
5 Days Ago
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
5 Days Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
5 Days Ago
Push force damage can be adjusted via trainDamagePerMPS
5 Days Ago
- Include the double cover barricade as well - New barricade damage effect for the thinner barriers - Fixed some barrier positions not working correctly - Using some more component interfaces - Don't damage barricade anymore if train turns off
5 Days Ago
Cornel Box scene with moving light for GI test
5 Days Ago
Make SSR reconstruction ghosting less apparent
5 Days Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
5 Days Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
5 Days Ago
donut cheese battery service dog love letter
Leaderboard backup, run #12626
5 Days Ago
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
5 Days Ago
Unsaved changes
5 Days Ago
Tuned motorbike headlights.
5 Days Ago
Allow trains to smash through deployed cover barricades
5 Days Ago
Radtown S2P
5 Days Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
5 Days Ago
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
5 Days Ago
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant
5 Days Ago
Fucked debug code
5 Days Ago
Terrain: Add Hole tool This is a seperate R8 texture currently, but will be JsonUpgrade and folded once the splat map becomes an index map. https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
5 Days Ago
atm robo assistant prayer beads
5 Days Ago
Browse cloud terrain materials button Can drop terrain materials onto terrain in scene
5 Days Ago
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
6 Days Ago
Show the damage you dealt to your killer
6 Days Ago
Set gamemode on map vote end
6 Days Ago
Update README.md
6 Days Ago
Don't set cursor position if !IsAppActive()
6 Days Ago
Fix WatchPhysical() test, shouldn't be ticking before check
6 Days Ago
Disable recursion test
6 Days Ago
Oops - don't need obsoleted KeyModifiers anymore Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
6 Days Ago
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar Skip all this if we have no rendertree Clean up
Leaderboard backup, run #12607