248,612 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
3 Months Ago
Start/stop basics
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
3 Months Ago
Bird interaction
3 Months Ago
QteEntity, QteSnake and TriggerQTE basics.
3 Months Ago
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3 Months Ago
display coin ui when take and add
3 Months Ago
Added snake model to entity
3 Months Ago
Initial files/prefab/folders
3 Months Ago
Hub page
3 Months Ago
Inventory coin stuff
3 Months Ago
Menu clean up
3 Months Ago
Merge from main
3 Months Ago
flexbox helpers
3 Months Ago
3 Months Ago
small caves rocks dressing
3 Months Ago
medium caves rocks dressing
3 Months Ago
Allow surrender gesture when ducking
3 Months Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
3 Months Ago
merge from travelling_vendor_fixes_2
3 Months Ago
merge from patrol_heli_crash_filters
3 Months Ago
merge from radioactive_water_buff
3 Months Ago
large caves rocks dressing
3 Months Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
3 Months Ago
Leaderboard backup, run #14501
3 Months Ago
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3 Months Ago
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3 Months Ago
Some folder restructuring now that we have actual assets
3 Months Ago
Reapply animator changes
3 Months Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Rebase fixes Use ContextMenu Asset type picker entries are now handled by AssetBrowser/CloudBrowser Open up asset locations https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png Add all types to cloud browser Can only select one cloud asset type at once (or it'll mess with facets etc.) https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4 Order modes Add cloud browser to hammer Asset browser defaults to project assets path Update view mode icon when scrolling Disable Parent Directory button if we're in project assets root PathWidget fixes, separate segment update Remove AssetBrowserLocation.FromPath, unused Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected Invoke events Clean up Implement asset picker If a picked asset is a cloud package then stick the ident in the search bar in the asset picker Rather than going to .sbox/blablabla Renames, deletes, duplicates handled by IAssetListEntry CloudBrowser cleanup Ended up not using any of this, get rid PackagePopup: show tags, word wrap NRE fix Fix warnings Drag-drop Open folder context menu in blank space Show asset type color in tag picker Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all
3 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
3 Months Ago
Clear out null components on hotload Add RigidBody version of Sweep to Scene.Trace
3 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
3 Months Ago
Leaderboard backup, run #14499
3 Months Ago
air acceleration tweak, treadmill launches backwards if running in reverse
3 Months Ago
treadmill functionality
3 Months Ago
Forgot to return array to pool
3 Months Ago
Fix non uniform scale sphere collider updates
3 Months Ago
Map updates and quest dialogue set up / coin .item test
3 Months Ago
Don't rely on keyframebody when updating colliders, they could be sweeping to a new position so the shape gets updated using an incorrect local transform
3 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
3 Months Ago
Slight value tweaks
3 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
3 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
3 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
3 Months Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
3 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown