240,003 Commits over 3,837 Days - 2.61cph!

4 Years Ago
Testing for alistair
4 Years Ago
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4 Years Ago
Start again Added SteamVR, got basic movement working Nicer floor grid material Make sure both hands get set up Only teleport with the analog sticks Add ECS packages Hashing out basic geometry components Simpler data structures Basic rendering Floor and ceiling meshing, texturing Started on GrabZoom, currently axis aligned GrabZoom rotation Added StyledRects Added a basic tool radial menu Started work on a vertex editing tool Fixed hover logic, basic vertex selection + dragging Refactored SetHovered / SetSelected Added TextMeshPro resources GrabZoom polish Can now select / deselect multiple vertices by holding multiselect combo VertexEditTool refactor Added AxisAlign button, now used in VertexEditTool Updated README.md Oops, updated README.md Fixed axis aligned vertex dragging Disabled DebugRenderSystem First draft of vertex duplication Trying out new GrabZoom controls Updated README.md Better floor / ceiling triangulation Fixed typo in GrabZoom When dragging vertices, show a widget at the start position GrabZoom is now a tool, is on off hand by default Radial menu tweaks Add tool name label to tool menu First attempt at vertex merging Started big refactor A little more cleanup Fixed phantom shadows in VerticalSelector shader Started rewriting vertex adding / removing Create new vertex when half-edge widget is grabbed Snap new vertices to the grid Vertex creation refactor Grid snap now varies with zoom level Added grid guide when editing vertices Level saving / loading 45° snapping for moving vertices Vertex widget material tweaks Smaller default world scale Fixed not being able to create vertices on short edges Merge neighbouring HalfEdges if overlapping Renamed VerticalSelector shader to StickWidget Refactored neighboring vertex merging Working on another vertex merging rewrite Can now create new rooms by merging vertices BackFaces are now a thing Hide grid guide on start Started working on a floor / ceiling extrude widget
4 Years Ago
Update workaround
4 Years Ago
block player input on crate_mine
4 Years Ago
Enable logging
4 Years Ago
Always use the dark keyboard instead of system color
4 Years Ago
New workaround for keyboard avoider bug on Android
4 Years Ago
Renamed VerticalSelector shader to StickWidget Refactored neighboring vertex merging Working on another vertex merging rewrite Can now create new rooms by merging vertices
4 Years Ago
merge from main
4 Years Ago
Disabled saving on Rust.AI animal agents
4 Years Ago
new convert aimer Merge branch 'master' of SpaceUsurperUnity fixed some bake errors
4 Years Ago
Re applying all prefab references again.
4 Years Ago
Updated decal material conversion tool
4 Years Ago
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4 Years Ago
Merge neighbouring HalfEdges if overlapping
4 Years Ago
bunch of new shoot sfx
4 Years Ago
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4 Years Ago
45° snapping for moving vertices Vertex widget material tweaks Smaller default world scale Fixed not being able to create vertices on short edges
4 Years Ago
Level saving / loading
4 Years Ago
skin approval
4 Years Ago
Infinite backgrounds
4 Years Ago
Fixed backgrounds not being "smooth" with the recent changes
4 Years Ago
Server browser improvements & fixes Fixed gamemode search only searching the "folder name" of the gamemode Moved certain code to the file it belongs in Anonymous servers get ranking penalty and their players do not count towards gamemode's ranking Right clicking or mwheel clicking a server copies its IP & SteamID
4 Years Ago
Read only stuff for Props tab Increased "Save Changes" button width for localization Fixed gmod_hands sometimes floating near map origin Not a perfect fix but at least they don't float no more ENT:StoreOutput works for 2015+ Source maps (Hopefully) More self explanatory persistence text Apparently a lot of people doesn't know how this works or that it exists CollapsibleCategory header has a symbol when collapsed so people know its collapsed and not just empty Duplicator lib is less prone to fail when getting errors Encountering errors while pasting constraints should no longer stop mid pasting and create "un-undo-able" duplications Fixed a crash exploint using NoCollide tool Merged from x64 branch, apparently the fix was there for a while Increased Notifications font for localized text It was actually unreadable in Russian before Fixed certain Utilities panels breaking with spawnmenu_reload Fixed Undo & Cleanup panels in Utilities becoming blank after spawnmenu_reload controlpanel.Get will no longer return panels that are about to be deleted (in the next frame)
4 Years Ago
Fixed Undo & Cleanup panels in Utilities becoming blank after spawnmenu_reload controlpanel.Get will no longer return panels that are about to be deleted (in the next frame)
4 Years Ago
Updated Facepunch.Parse / Facepunch.ExpressionStrings Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
4 Years Ago
merge from prerelease
4 Years Ago
merge from prerelease
4 Years Ago
shadow rendering doesn't crash when it encounters a null renderable
4 Years Ago
Added filename to "steamworks.DownloadUGC: Failed to read addon file" console message
4 Years Ago
Fixed missing references in foliage benchmark. All benchmarks should run without error now.
4 Years Ago
Cherry pick fixes - Serverlist changes, Translated Steam error code 6, base64 decode fixes, duplicator/constraint fixes
4 Years Ago
Cherry pick fixes - Serverlist changes, Translated Steam error code 6, base64 decode fixes, duplicator/constraint fixes
4 Years Ago
merge from tc_stacking_deploy_fix
4 Years Ago
Minor adjustment
4 Years Ago
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
4 Years Ago
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4 Years Ago
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4 Years Ago
tentacle rotating petrify attack Merge branch 'master' of SpaceUsurperUnity tweaked player hurt camera shake removed useLegacyDamage from redux bullets status effect gunAimSpeedMultiplier barrage powerup
4 Years Ago
Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
4 Years Ago
fixes for occlusion (was missing a GL.GetGPUProjectionMatrix and using degrees where radians were required) also fixed up debug drawing and exposed a couple more tuning variables
4 Years Ago
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
4 Years Ago
Adjust max speed calc