248,575 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Tissue Box material and mesh changes - setup sub surface scattering like effect on tissue using Skin shader and double geo. - set up bodygroups on main mesh to toggle tissue visibility - adjusted roughness values
3 Months Ago
Triplanar mapping Trying this for sliced box
3 Months Ago
Merge from world_update_2
3 Months Ago
Updating EAC setup / launcher
3 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
3 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
3 Months Ago
Leaderboard backup, run #14003
3 Months Ago
Improved PlaceCliffsUniform randomization
3 Months Ago
Fixed river / ocean transition terrain issues
3 Months Ago
Set SourceLocation when creating action graphs in editor
3 Months Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors
3 Months Ago
Slice box
3 Months Ago
Merge from world_update_2
3 Months Ago
Final'ish - pending IK fix script.
3 Months Ago
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3 Months Ago
3 Months Ago
Fix expected type for constant value links
3 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
3 Months Ago
Reduce wood pile density by 40%
3 Months Ago
3rd person motion fixes, part 14
3 Months Ago
Reduce reload time
3 Months Ago
3 Months Ago
Fix Either.CreateType( typeof(Signal) )
3 Months Ago
Merge: from main Tests: default editor build
3 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
3 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
3 Months Ago
Cancel any active gesture immediately on death
3 Months Ago
shield prefab and adjusted metal value of texture
3 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
3 Months Ago
Merge: from main Tests: editor build
3 Months Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
3 Months Ago
Manifest
3 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
3 Months Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null
3 Months Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
3 Months Ago
Remove debug Specifying "Target Game" in addon project type will download and mount that game
3 Months Ago
remove log
3 Months Ago
Coin ui anim
3 Months Ago
Scatter dart initial/placeholder setup
3 Months Ago
merge from world_update_2
3 Months Ago
Merge: from main Tests: editor compiled
3 Months Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later New styling - gradient background, mini icon, etc. Search widget Type / tag filters Asset categories / grouping Search impl Asset popup, will turn this into something more tooltip-oriented later Breadcrumbs Rebase fixes
3 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
3 Months Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately Fix access control error for custom GameResources Remove log Update Facepunch.ActionGraphs Make sure action graph debugger inits immediately Fix possible error when saving GameResource action graph Shorter ActionGraph diagnostic message category Update cached ActionGraphs when re-deserializing GameResources
3 Months Ago
Backups; pose collection, cine prefab variants
3 Months Ago
merge from world_update_2
3 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
3 Months Ago
merge from main
3 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
3 Months Ago
Merge from elevator_parenting_collision_improvements