251,653 Commits over 3,959 Days - 2.65cph!

3 Years Ago
Register swapchains as procedural allocations x2
3 Years Ago
Remove unused from SceneSystem Add ManagewdRenderPipeline.SetupWorldViewAttributes Add callback to allow setting viewattributes for a scene from c# Comments Shouldn't need this now
3 Years Ago
setup a save file for testing.
3 Years Ago
merge from main
3 Years Ago
Only copy fog attributes on RenderScene
3 Years Ago
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3 Years Ago
phrases + codegen
3 Years Ago
- Fixed controls working while magnet crane is still starting its engine - Completed magnet flag TODO
3 Years Ago
Fix fog in game
3 Years Ago
Revert "Register swapchains as procedural allocations" This reverts commit 289fd4e86ee1a87e7acae60d7cef095195e68482.
3 Years Ago
Allow blendable shader to set world mapping
3 Years Ago
Register swapchains as procedural allocations fixes assertion on game close
3 Years Ago
Multithread DXT compression Swap BC7 encoder and multithread it Breaking up logic Merge pull request #194 from Facepunch/texcompile-speedup Multithreaded texture compilation
3 Years Ago
Typo
3 Years Ago
EditorToolSelector -> SimpleRadialMenu Added Save World and Load World options to the radial menu (only Save works right now)
3 Years Ago
Compile fix
3 Years Ago
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3 Years Ago
Add existing code
3 Years Ago
Update to GameServices.SubmitScore
3 Years Ago
Initial commit
3 Years Ago
Merge from main
3 Years Ago
Merge from super_raycast
3 Years Ago
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
3 Years Ago
Revert timeout and colour changes for testing
3 Years Ago
Simplified magnet crane steering code - use torque force only
3 Years Ago
Cleanup command buffers when quitting the game (probably not an issue in builds)
3 Years Ago
Minor magnet crane edits
3 Years Ago
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3 Years Ago
Magnet crane brake power increase + minor code edit
3 Years Ago
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
3 Years Ago
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3 Years Ago
Magnet crane rigidbody edits
3 Years Ago
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
3 Years Ago
3 Years Ago
Conditional Reflex UI fixes
3 Years Ago
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
3 Years Ago
Don't let ESPPlayerInfo entries get stuck in the queue
3 Years Ago
Merge from main
3 Years Ago
Another scene backup
3 Years Ago
updated player keycard override controller with same idle pose as other weapons
3 Years Ago
fixed feet glitch on player attack intros
3 Years Ago
Edge stitching in convex decomposer
3 Years Ago
Disable the Magnet Crane Animator when its Rigidbody sleeps. - Fixes the crane mostly not sleeping (wakes soon after it's put to sleep). - May fix the crane doing crazy movements when it does manage to sleep.
3 Years Ago
Added SetPosition inputs to DoorEntity and PlatformEntity Updated dynamic_door_generic animgraph to allow setting position at any time Using ent_text on an entity will now also display its map IO for targeted debugging PathPlatformEntity works better with map cleanups Merge branch 'master' of sbox
3 Years Ago
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
3 Years Ago
Initial commit
3 Years Ago
Edge stitching Handle very small intersections Mesh plot script
3 Years Ago
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)