243,394 Commits over 3,898 Days - 2.60cph!

5 Months Ago
Cannon Shell explosion replacement.
5 Months Ago
Add temp worldspace voice chat
5 Months Ago
another round of spawns
5 Months Ago
More spawns
5 Months Ago
cleanup site decals + added question/exclamation
5 Months Ago
Set louie's map as startup
5 Months Ago
Spawns, block off half the map for testing
5 Months Ago
Fix hotloading SingletonComponents Fix networking player respawning / team assignment
5 Months Ago
v_spaghellim4: updated idle pose
5 Months Ago
Knife is a 2 hit kill M4 damage decreased
5 Months Ago
Upped pistol fire rate, decreased damage
5 Months Ago
Fixed footsteps sounding weird
5 Months Ago
Add chat from ui stash branch - hopefully this doesn't fuck anything else up
5 Months Ago
Dead state for avatars
5 Months Ago
40% faster walk speed
5 Months Ago
Initial theming Basic vitals (armor not hooked up yet) sexy hud Chat
5 Months Ago
Extremely basic avatar displays for connected players
5 Months Ago
Updated Pushcart Materials and LOD Distance
5 Months Ago
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene * JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2 Terrain component editor: * Support creating or linking TerrainStorage if none is attached * Split settings into its own tab * Add heightmap resampling for non pow2 heightmaps * Add import splatmap * Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component. * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Texture streaming works properly * Basic height blend * Disable specular on terrain
5 Months Ago
Add playerinfo hud showing HP
5 Months Ago
initial buy menu
5 Months Ago
Applied new lighting & FX.
5 Months Ago
fixed garbage color values on decals
5 Months Ago
Sync life state
5 Months Ago
Fixed cinematicentity.demohideobjects not working properly on CLIENT only
5 Months Ago
Updated Pushcart Material To Use New Mask Map
5 Months Ago
Comment out viewbob
5 Months Ago
Some reorganizing of game rules
5 Months Ago
Site prefab
5 Months Ago
Added basic fly mode for louie
5 Months Ago
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers New TerrainMaterial asset, can be used on multiple terrains, copied from other projects * Replaces TerrainData.TerrainLayer which used manual packed vtex files * Accepts source images for: albedo, normal, rough, ao, height * Compiles into 2 generated vtex_c * Contains other properties for metalness, uv scale, uv rotation * AssetPreview is used for editor UX too, instead of hacky shit before * TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo * Drag drop TerrainMaterial assets into Terrain component * Open for expansion to grass/clutter properties TerrainStorage * Replaces TerrainData & TerrainDataFile * Make use of IJsonConvert to avoid all the crazy crap I was doing before * Drag drop TerrainStorage asset into scene Terrain component editor: * Support creating or linking TerrainStorage if none is attached * split settings into its own tab, add filter properties * Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component * Remove special terrain save logic from SceneEditorSession, use scene.saved editor event * Disable specular on terrain Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away Basic height blend https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format Fix warning Heightmap import resamples if non pow2 given Recompile shader Terrain height scale scales the normal strength Import splatmap New Terrain Material button TerrainMaterial default images
5 Months Ago
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
5 Months Ago
bombsite decals
5 Months Ago
Some super basic effects on C4 plant / explode
5 Months Ago
Updated Trolley and Dolly Props Updated Trolley and Dolly Materials, Textures and Colliders
5 Months Ago
Expose lobby id to AsyncGetLobbies
5 Months Ago
Get rid of player controller mechanics
5 Months Ago
Map block out progress
5 Months Ago
Basic planted C4
5 Months Ago
Removed some junk files not meant to be submitted
5 Months Ago
Added seismic sensor to T2 tech tree, tweaked inventory grab & drop sounds
5 Months Ago
Validate PlayerBoxCollider Player doesn't depossess on death, fixed respawn issue
5 Months Ago
Player.RemoveWeapon() PlantFunction for C4 Just removes when planted atm
5 Months Ago
forgot to re-add a deferred mesh decal component
5 Months Ago
prevent player hitting their own colliders
5 Months Ago
5 Months Ago
C4 weapon resource
5 Months Ago
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
5 Months Ago
- Horse direction is inverted when moving backwards - Obstacle detection supports backwards movement - Transition from walking > stopped > backwards is now slightly shorter - Transition from backwards > stopped now takes a second instead of instantly jolting - Holding sprint key into an obstacle while stationary will no longer deplete horse stamina