248,697 Commits over 3,928 Days - 2.64cph!

6 Months Ago
Use local space for VR render poses, update Facepunch.XR to c537b77
6 Months Ago
Use local space instead of stage space for view locate & layer composition
6 Months Ago
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
6 Months Ago
Can't ready up until you've placed all bugs Added StartingHealth to Bug Resource Segment Healthbars. Fades in after taking damage Added WeaponHud, only displays when your turn in Playing State Created Weapon GameResource and starting Rock weapon Added Icon to Weapon resource Player WeaponInventory, WeaponHud now has WeaponButtons for each weapon in inv
6 Months Ago
Fix hotloading generated components
6 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into Expose a way to deserialize ActionGraphs with a cache Add ActionGraphTargetAttribute
6 Months Ago
storage_building_large LODs, Colliders pass, prefab setup
6 Months Ago
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.
6 Months Ago
Don't make joint ExecuteInEditor, I don't know why it was in the first place
6 Months Ago
merge from main
6 Months Ago
merge from frontier_hatchet/furTrim branch
6 Months Ago
Segments share a unique ID when from the same bug. Highlighting occupied cell highlights all of the bug's segments Right Click to pick up bug in placing phase Removing bug marks cell(s) as unoccupied More networking fixes
6 Months Ago
Hinge joint uses physics body transforms to calculate local frames
6 Months Ago
Implement CreatePropertyNodeType, fix property input label
6 Months Ago
Fixed editing ActionGraph-backed methods in realtime
6 Months Ago
Add public helper for caching ActionGraph instances on deserialize
6 Months Ago
Fixed player deployed elevators not draining batteries (had no input set to main power slot)
6 Months Ago
Fixed shadow cascade blending gaps/artifacts when using low FOV camera
6 Months Ago
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
6 Months Ago
Use local space for headset view/projection rather than stage space
6 Months Ago
Create boards in dev_scene
6 Months Ago
Switched Force Mount and Force Swap Seat icons to use the mount icon.
6 Months Ago
Work in progress Pawn refactor Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone. Can deploy drone by using left mouse button, removed dev menu debug for it When possessing a pawn, set its PlayerState Vitals UI works for any pawn Kill bots playerstates as well as their pawn Support Buy Menu items again Use PlayerPawn in BuyMenu, not PlayerState Cleanup, removed unused stuff Removed a bunch of code we don't need on the Drone anymore Fix NRE when shooting Better logic for player marker vis Another NRE fix Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it I don't think we need this stuff Equipment renderer adjustments Just use Property for PlayerBody.Player, instead of fetching OnStart Fix team assignment Use GameUtils.LocalPlayerState where we can Spectating works again Fix player nameplate conditions More sensible accessors for local/viewer PlayerStates Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting) Network client respawn event properly Use PlayerState.Local.PlayerPawn directly Fix not depossessing current pawn Simplify pawn stuff a bit Can now freely destroy/respawn player pawns Tidy PlayerState a bit, streamline flow for spawning/possession Don't enter spectate when respawning, do immediate spawns for joiners where we can Add PlayerState.IsConnected Fix non-host players sometimes spawning in incorrect locations Fix error when no PlayerState.Viewer Don't send team chat messages to bot connections
6 Months Ago
Add PlayerState.IsConnected Fix non-host players sometimes spawning in incorrect locations Fix error when no PlayerState.Viewer Don't send team chat messages to bot connections
6 Months Ago
Disable self dismounting when handcuffed
6 Months Ago
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6 Months Ago
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6 Months Ago
Subtract the other two merges from Bikes from today
6 Months Ago
add AFID tag vfx
6 Months Ago
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
6 Months Ago
Callouts are fine to have enabled, but they need to be static colliders
6 Months Ago
Updated Vintage Desk, Bookshelf and Rectangle Table FBX's and Prefabs
6 Months Ago
moved turret bracket to correct position
6 Months Ago
adding obi cloth - still need to clean out samples and other fluff
6 Months Ago
Crocodile prefab work
6 Months Ago
Added various editor events to ActionGraph editor For component editor library to hook into
6 Months Ago
Merge main -> Bikes
6 Months Ago
4k cinematic textures and materials
6 Months Ago
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6 Months Ago
Optimize friend package finds Move about page
6 Months Ago
Subtract 99906 merge for now, bouncy motorbike bug
6 Months Ago
Remove isteamapplist.h from vpc
6 Months Ago
merge from main
6 Months Ago
merge from hood_and_cuffs
6 Months Ago
merge from save252 - Staging wipe
6 Months Ago
merge from fix_oil_rig_top_placement
6 Months Ago
prisonerhood basic crafting pass
6 Months Ago
handcuffs no longer unlocked during tutorial basic crafting pass
6 Months Ago
network++ save++
6 Months Ago
Updated the ClientServerFieldFinder to check for fields when in None compiler mode Fixed all client/server/none field mismatches except for the travelling vendor fields Should fix long monument imports when switching between compiler modes