248,561 Commits over 3,928 Days - 2.64cph!
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
Fixed surface properties not hotloading
Tweak the way CombineRestitution works so we can make things bouncy
Update surfaces
delete alyx addon
Fuck impact_physics_dust
Merge branch 'master' of sbox
leaf blower
Add max trace distance to base tool
Merge BaseSpawnerTool functionality into BaseTool to avoid multiple base types
Filter out Sandbox.Tools.BaseSpawnerTool from UI
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Move life story update into an ObjectWorkQueue
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
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BulletSystem moveAngle support
Fixed generated BulletSystem fading out
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Generated BulletSystems now put in a separate assembly
Updated Jenkinsfile
Fixed subscribed addons not being able to update in the main menu while they are mounted
Fix workcart headlights being in the wrong place/angle
Unify the way ISteamUGC addons get the .gma file from Steam
Fill light LOD/occlusion setup progress
Fixed some of the objects with negative scale
Removed some unused prefabs
Disable temporal reprojection from volumetric fog
menu_cleanupgmas now takes into account addons that updated to ISteamUGC API from the old API, so their old .gma in addons/ is unused
Smoother horse movement when traversing bumpy terrain
Do not copy old API .gma subscriptions to ,gma.outdated files when an update is needed, the copied file is never used
T-junctions LODs and COL
Tweaked some LOD4 meshes to reduce pop-in
fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
Merge branch 'master' into switch-performance
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60
Fixed redux bake error
Added offline mode for Switch
Save replay performance to host even on diverge
Save replay file to host on switch
Revert "Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60"
This reverts commit 95aec4ac6181727d3e26da4be6b3299d20b95c8b.
Save test replay to host when starting to watch
Fixed case where cached ActionList methods weren't found
Mockup of components / system for an ECS-based bullet
Basic rendering of ECS-based bullets
Fixed despawning of example ECS-based bullet
Example ECS bullet jobs are now burst compiled
First pass at rendering ECS bullets with DrawMeshInstanced
More efficient ECS bullet rendering using DrawMeshInstancedIndirect
Rewrite ECS bullet demo, simplifying how keyframes work
New ECS bullets are now depth sorted correctly relative to old stuff
Cleanup all manually created systems on stage exit
Some cleanup before working on ECS codegen
Rewrite example bullet system to get rid of boilerplate
Discover and store BulletSystem references while baking
Create BulletSystems from ScriptingCache on stage init
ECS bullets can now be spawned like normal bullets from json
Fixed ECS bullet blinking
Grid2 bullet visuals now using ECS
Fixed typo in ShapeInstanced shader
Made sure ECS bullet systems are created in a deterministic order
BulletSystem refactor, working on PlayerCollisionSystem
Main structure of PlayerCollisionSystem done
Fixed ECS bullet collision info not taking scale into account
Fixed issue with PlayerCollisionSystem dependency management
Collision for diamond ECS bullets seems to work
Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
Refactored spawn and update for ECS bullets
Working on onion/pattern/turn as an ECS bullet
ECS bullets can now be moved / rotated by BulletPatterns
ECS bullets can now despawn when their parent pattern finishes
Refactored ECS bullet collisions, added circle collisions
ECS bullet graze and push force
ECS bullet physics, including repelling
Split up bullet components into separate files
Refactor ECS RepelBullets
ECS bullets have individual time scales
AddTimeScale for ECS bullets
ECS bullet flash color
Fixed error on player death from ECS bullet hit
Fixed ECS bullet flash on player hit
Reduced some repetition in bullet system definitions
ECS bullets now keep track of their own local time
ECS bullets can now have lifetimes
Bullet acceleration, implemented onion simplespokes.bullet
Stage components now have explicitly defined update orders
Moved managed job from PlayerCollisionSystem to run at end of update
Onion simpleSpokes.bullet2 system
Fixed rotation in ShapeInstanced.shader when using property buffers
Can now have ECS bullet properties that are updated every fixed update
Frame diamondShot4.bullet ECS implementation
Frame diamondShot2.bullet ECS implementation
Fixed Switch build error
Fixed ECS bullets having 0 mass by default
Fixed possible exception when validating replays
Fixed legacy bullet properties not being set
RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity
Using ComponentSystemGroups for ECS bullet systems
Refactored PlayerCollisionSystem to deal with per-update shape changes
Fixed bug with ECS diamond-player collision detection
Components for PlayerCollisionSystem refactor
Working on ECS border warning
Fixed standalone build error
Made sure BorderWarningSystem can be auto-created
BorderWarningSystem seems to work
Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Started work on some ECS system codegen
Basic BulletSystem code gen working
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
BulletSystem codegen starting speed support
BulletSystem codegen cleanup, error for per-update properties
Simplified BulletSystem generation to not need bake result
Some nice progress bars for generating BulletSystems
Nicer temp variable identifier generation
Fixed ECS codegen for structs like Vector2
Added ECS code gen errors for unsupported ActionLists
Updated Facepunch.ExpressionStrings
Working on per-update animated property codegen
Updated Facepunch.ExpressionStrings
Big BulletSystem codegen refactor, working for a bunch of bullets now
Fixed exception in BorderWarningSystem after resetting stage
BulletSystems can now use RNG
BulletSystem lifetime can now be an expression
BulletSystem despawn styles, circle skew
BulletSystem useRawDeltaTime support
BulletSystem noCollisionLeniency support
Updated Facepunch.ExpressionStrings
Some BulletSystem expression generation cleanup, player support
Some nicer conversion between Color and float4 in generated code
Automatically detect generated BulletSystem classes
Updated Facepunch.ExpressionStrings
Don't error when failing to find generated BulletSystems
Only update BulletSystems that have spawned bullets
Only use BulletSystems on stages that enable it
Now don't need to generate a list of supported BulletSystems on bake
Enabled BulletSystem generation for all redux stages
Updated Facepunch.ExpressionStrings
Added way to find out which unsupported fields are most common
Removed manually written BulletSystems
Added BulletSystem support for per-update circle radius
Support for volleyNum and patternNum in BulletSystem codegen
Started work on generating BulletSystem event handlers
Finished off BulletSystem callback codegen, added OnHitPlayer support
Refactored BulletSystem shape handling, added ShapeUpdateSystem
Refactored BulletSystem.OnSpawnBullet
BulletSystem border warning color / glow / minOpacity codegen
Fixed typo in ShapeUpdateSystem
Keyframe / per-update animated properties now set complement to 1f
Fixed keyframe animated properties in generated BulletSystems
Merge branch 'master' into switch-performance
Fixed SetValue codegen when using arrays
Fixed FloatingText sort order
Fixed an ECS warning
Fixed typo in ShapeInstanced.shader
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Fixed FloatingText sort order
Fixed an ECS warning
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Fixed UI left/right/up/down not scaling
Fixed background properties not being inherited
Support for background-size: cover + contain
HotloadManager outputs exception on errors
Fix panel event exception when hotloading fucks up on Action<bool>
Allow access to Library.Spawnable
Entity Spawn Menu
Merge branch 'master' of sbox
chippy logo crawler
more credits crawlers
some scores crawlers
rest of the score crawlers
credits stuff
chippy crawler
more credits crawlers and powerups
Fixed case where cached ActionList methods weren't found
Fixed redux bake error
refactor base crawler
credits text colors
Merge branch 'master' of SpaceUsurperUnity
credits enemy
credits stuff
credits array
credits hazard, etc
crawler attacks
enemy stun attack
zap dontDropShields
credits enemy attack sfx
tweak credits crawlers
edited rest of the crawlers
credits powerups
attempt to fix speech bubble size
more credits powerups
more editing credits units
hazard attacks
finished hazard attacks
credits stage balance tweaks
zapped pattern
enemy powerup pattern
tweaked zap pattern
credits enemy attacks
credits bg color
ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
shield balancing
green and blue balls
cant boost/blink during buy phase
tweaked tip text
potential buy phase fix
ball sprite tweaks
more bullet color stuff
ball color
playtest fixes and sfx
wall powerup
airstrike sfx, etc
airstrike/remote bumper start on enemy side
powerup balancing
duplicate powerup
snipe powerup
playtest changes, potential snipe angle fix
rename snipe to richochet
hell powerup
upgrade powerup
powerup lvl floater shows MAX
upgrade icon
build fix, edgerunner powerup
edgerunner wall indicator
edgerunner reward
changed kiosk item numbers
rearranged kiosk positions
made shield rare
railgun powerup
added slowmo
refactored state progession
money spawn in buy round
rename player variables
vomit is purple
persecute powerup
build fix
cleanup
remove shouldEnterBuyPhase
gather effect
createArrayFromRange, shuffleArray
renaming more player vars
shop randomness
reroll wip
reroll shop items
remove reroll when all items bought
teleport powerup
tether powerup
tether tweaks
boosterPack powerup
build fix
dash mastery powerup
shield generator powerup
tenacity powerup
luck affects boosterPack
status callback onPlayerActivateStatus
repeller powerup
tether vine powerup
rand.PointInRect
ignorePlayerCollision can use PerUpdate
fix reroll bug
converge effect bullet
reverted ignorePlayerCollision change, fixed reroll again
hit_money powerup
fix homing targeting
fix turret ownership
steal powerup
confuse powerup
snipe powerup
powerup spawn warning
ultimatum powerup
buy round sfx
some more giver patterns
bg color/cloud progression
Fixed keyframe animated properties in generated BulletSystems
Merge branch 'master' into switch-performance
Fixed SetValue codegen when using arrays
Balloon uses BaseSpawnerTool
Add BaseSpawnerTool to avoid duplicate preview drawing code
Fixed stairwell variant b never spawning
Rewrite sandbox tools using new tool system
progress on stairwell and entrance meshes