248,561 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Removing unused stair pieces prefabs
4 Years Ago
More temporary colliders for playtesting
4 Years Ago
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting Temporary colliders
4 Years Ago
Fixed surface properties not hotloading Tweak the way CombineRestitution works so we can make things bouncy Update surfaces
4 Years Ago
delete alyx addon Fuck impact_physics_dust Merge branch 'master' of sbox
4 Years Ago
leaf blower Add max trace distance to base tool
4 Years Ago
Fix up a few props
4 Years Ago
Merge BaseSpawnerTool functionality into BaseTool to avoid multiple base types
4 Years Ago
Filter out Sandbox.Tools.BaseSpawnerTool from UI
4 Years Ago
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4 Years Ago
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4 Years Ago
Move life story update into an ObjectWorkQueue
4 Years Ago
Exterior lighting backup
4 Years Ago
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
4 Years Ago
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
BulletSystem moveAngle support Fixed generated BulletSystem fading out
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Comments, cleanup
4 Years Ago
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4 Years Ago
Generated BulletSystems now put in a separate assembly Updated Jenkinsfile
4 Years Ago
Fixed subscribed addons not being able to update in the main menu while they are mounted
4 Years Ago
Fix workcart headlights being in the wrong place/angle
4 Years Ago
Unify the way ISteamUGC addons get the .gma file from Steam
4 Years Ago
Fill light LOD/occlusion setup progress Fixed some of the objects with negative scale Removed some unused prefabs
4 Years Ago
Disable temporal reprojection from volumetric fog
4 Years Ago
menu_cleanupgmas now takes into account addons that updated to ISteamUGC API from the old API, so their old .gma in addons/ is unused
4 Years Ago
Smoother horse movement when traversing bumpy terrain
4 Years Ago
Do not copy old API .gma subscriptions to ,gma.outdated files when an update is needed, the copied file is never used
4 Years Ago
T-junctions LODs and COL Tweaked some LOD4 meshes to reduce pop-in
4 Years Ago
fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
4 Years Ago
lunar + skins approval
4 Years Ago
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
4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed FloatingText sort order Fixed an ECS warning
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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
4 Years Ago
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
4 Years Ago
Balloon uses BaseSpawnerTool
4 Years Ago
Add BaseSpawnerTool to avoid duplicate preview drawing code
4 Years Ago
Fixed stairwell variant b never spawning
4 Years Ago
Rewrite sandbox tools using new tool system
4 Years Ago
progress on stairwell and entrance meshes