238,093 Commits over 3,837 Days - 2.59cph!

3 Months Ago
Merge from main
3 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
3 Months Ago
Server compile fix
3 Months Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
3 Months Ago
Global S2P with HLOD
3 Months Ago
▆▆▍ ▉▇▄-▊▄ ▌▊▌▌▆█▍▌▆▄ ▊█▋ ▉▉█▄▌▇█▌ ▉▌▇▋▌▆▆ ▍▆ ▉█▋▅▆▉ ▍▍▍'▍ ▉▄▄▄ ▍▉▌▊ ▋█▉▉ ▊▆▅▇ ▋█▅▇▆▋ ▌▍█▆▊▊▆ ▍█▄▍█▌▌▉▌█ ▅▍ ▉▉█▋▄▋▉▍▍▌ ▉▋▉▊▌ ▅▄▊▊▌ ▆█ ▋▍█▉▆▇▇▋▍▍ ▍▇ ▋▆▇▆█
3 Months Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
3 Months Ago
Fixed sidecar bike pulling to the right
3 Months Ago
Improved sprint meter behaviour
3 Months Ago
Make bike sprinting actually go faster, increasing engine power and top speed
3 Months Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
3 Months Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
3 Months Ago
Merge from cine_entities
3 Months Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
3 Months Ago
Merge main -> Bikes
3 Months Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command
3 Months Ago
Merge from main
3 Months Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
3 Months Ago
Merge from main
3 Months Ago
Add SubtractModelSpace to ModelAnimUtils, use it for AnimSubtractModelSpace
3 Months Ago
Rerun fishing village A and C S2P
3 Months Ago
3 Months Ago
Merge from techtree_panel_improvements
3 Months Ago
merge from pipette_skin
3 Months Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
3 Months Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
3 Months Ago
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item. - Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
3 Months Ago
Add AnimSubtractModelSpace modeldoc node
3 Months Ago
Fix modelspace blending in SubtractPoses and AddPoses https://files.facepunch.com/layla/1b1111b1/sbox-dev_zpJENXQ2mT.mp4
3 Months Ago
merge from io_seismic_sensor
3 Months Ago
merge from electricity_sideinputs_drain_fix
3 Months Ago
▊▊▋▍▊ ▆▄▄▊ ▄▊▉▇▍▋▉▇▍▍▇▆_▅▅▇
3 Months Ago
▅▇▄▋ ▅ █▉▉█▊ ▍▋ ▊█▄▍▍ ▆▍ ▍▅▍▍ ▄▇█▅▋█ ▋▍ ▆▌▅▋ ▄▉▌'▍ ▄▄▊ ▌█▋▅▋█▍█▌▍
3 Months Ago
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
3 Months Ago
merge from analytics_dump_hierachy_formatting -> main
3 Months Ago
Added rigged model (separate model for now)
3 Months Ago
Alternate setup test
3 Months Ago
Compile fixes
3 Months Ago
shadowed window mesh for interior of barred window, positioned turrets correctly
3 Months Ago
Fix components incorrectly marked as "unsupported" for enabling/disabling - renderers - particle systems - LODGroup
3 Months Ago
scaled turret to 0.9
3 Months Ago
merge from analytics_dump_hierarchy_formatting -> main
3 Months Ago
merge from analytics_asset_warmup -> main
3 Months Ago
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command - Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling - GameObjects show a `+` if active & `-` if disabled
3 Months Ago
▇▉▍▍▆ ▄▋▍▌ ▌▇▊▋▊▍▌█▆▉▍█_▋▋▉
3 Months Ago
▌▆▆'▋ ▌▅▇█▋▉▉▌▄ ▅▆▆▄▊-▉▉▆█▊▅▍ █▄▄▉▉▋ ▉▆▌▌█▍▇ ▉▅▆▋ ▌▍▇ ▌▍ ▆▉▊▆▉ ▅▅▊▇▊▅ ▋▇ ▄▆▍▆ ▋▄▊ ▆▆▌▆ ▊▄█▆▉▊
3 Months Ago
Add asset warmup & world spawn timings to `dump` command - output to csv so it can be opened in excel - don't output if there are zero data points - reset the world spawn timing every time a new map is loaded - Asset.Warmup.csv - World.Spawn.csv
3 Months Ago
prefab map
3 Months Ago
Misc small changes
3 Months Ago
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials