243,177 Commits over 3,898 Days - 2.60cph!
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
Added SSE2 back to x64 target
Leaderboard backup, run #
12631
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main
Adjusted damage to barricades by trains, and to trains by barricades
Reapplied changes, added TimerFormat setting
adds the ability to format the number as a timer with various presets
Re-Applied JSON API changes
Oops.yaml
Ensure Unique Names for unnamed panels
if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell
Upload Countdown Test example
Added Reset method
just resets the Update Invoke
Call Reset if the Interval gets updated
Update Missing sprites
Merge branch 'Facepunch:master' into CountdownImprovements
Fix Invoke post Client hashing
switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that
Move example json to test folder
Undo invoke change & fix spacing
undo invoke changes as there is a fix for string based invokes
Merge changes
Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility
Some minor formatting changes
Thanks for the PR!
Merge pull request #56 from Kulltero/CountdownImprovements
Countdown improvements
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Push force damage can be adjusted via trainDamagePerMPS
- Include the double cover barricade as well
- New barricade damage effect for the thinner barriers
- Fixed some barrier positions not working correctly
- Using some more component interfaces
- Don't damage barricade anymore if train turns off
Cornel Box scene with moving light for GI test
Make SSR reconstruction ghosting less apparent
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
donut
cheese
battery
service dog
love letter
Leaderboard backup, run #
12626
Adjustments for cubemapper and set barrier before setting renderstate
Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
Tuned motorbike headlights.
Allow trains to smash through deployed cover barricades
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant
Terrain: Add Hole tool
This is a seperate R8 texture currently, but will be JsonUpgrade and folded
once the splat map becomes an index map.
https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
atm
robo assistant
prayer beads
Browse cloud terrain materials button
Can drop terrain materials onto terrain in scene
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag
Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed
https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
Show the damage you dealt to your killer
Set gamemode on map vote end
Don't set cursor position if !IsAppActive()
Fix WatchPhysical() test, shouldn't be ticking before check
Oops - don't need obsoleted KeyModifiers anymore
Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar
Skip all this if we have no rendertree
Clean up
Leaderboard backup, run #
12607
Hull collider can be updated without recreating the physics shape
Use MakeDirty for model collider
Sphere collider can be resized without recreating the physics shape
Capsule collider can be resized without recreating the physics shape