243,191 Commits over 3,898 Days - 2.60cph!

4 Months Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
4 Months Ago
Merge Bikes -> main
4 Months Ago
Fix temp setting
4 Months Ago
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
4 Months Ago
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
4 Months Ago
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
4 Months Ago
Added Destructable class and prefab. Drops coins for now but update to drop prefabs later https://files.facepunch.com/CarsonKompon/2024/July/17_00-40-MindlessCormorant.mp4
4 Months Ago
Merge main -> Bikes
4 Months Ago
Parent merge
4 Months Ago
Removed unnecessary sidecar bike params
4 Months Ago
Fixed motorbike ragdoll force not being correctly clamped
4 Months Ago
Better coin spawning, added coin count to HUD
4 Months Ago
Prevent player x player collisions Update Sprite Tools Update SpriteTools (again) Add Pixel Fonts Basic HUD, also added Player Nametags Display proper image on PlayerInfo, update BuildHash to include Health Imported more CC0 artwork Creates Sprite Resources for a bunch of pickups and other objects Updated Sprite Tools Added Coin Prefab, changes sprite based value. Update Sprite Tools Enemies drop coins on death Never network shadows, each client should be handling them on their own Added Height value to Entity. Give coins upward velocity when spawned, bouncing off the ground https://files.facepunch.com/CarsonKompon/2024/July/16_23-46-NiftyDassierat.mp4 Added SFX to coins
4 Months Ago
Make sure linear cast callback is set for updated mesh shapes!!
4 Months Ago
Merge HelicopterParticleFix -> main
4 Months Ago
Fix sprites not initializing since SceneObject didn't exist before setter was set
4 Months Ago
Backups + unsaved
4 Months Ago
Minor SpriteComponent Optimizations. SpriteComponent also updates properly when Sprite is changed after being initially set.
4 Months Ago
Merge Bikes -> main
4 Months Ago
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
4 Months Ago
More eager cancelling for cached server browser ping query
4 Months Ago
Cache textures for TextureAtlas.GetTextureFromFrame
4 Months Ago
Fix IpList queries not cancelling when disposed
4 Months Ago
bandage, fix relic ui king police ogre
4 Months Ago
Make CurrentTexture public on SpriteComponent.
4 Months Ago
Entity z-order based on y position. Updated collisions so things dont go behind
4 Months Ago
Directory + asset changes
4 Months Ago
Fix Flash on hit for networked clients Networked clients can see player flip Added Shadows to Entities
4 Months Ago
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
4 Months Ago
Reduced pitch stab factor slightly
4 Months Ago
Was a little bit extreme. Made it 33% faster instead of 50%
4 Months Ago
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
4 Months Ago
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4 Months Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
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4 Months Ago
Parent merge
4 Months Ago
Merge main -> Bikes
4 Months Ago
Adjusted LOD levels to match vanilla TC
4 Months Ago
Merge from main
4 Months Ago
Ocean Wreck Buoy LODs
4 Months Ago
merge from main
4 Months Ago
Fix networking issues
4 Months Ago
Fix GameManager networking issues Fix funny aiming
4 Months Ago
Players can take damage from bullets now, will not damage each other. Add textures to resource path
4 Months Ago
Tile Map Tool Wip
4 Months Ago
Update biome_visuals_2/prefabs_2
4 Months Ago
Merge from main -> biome_visuals_2
4 Months Ago
Keep the same physics contact for both sides, I don't think it makes sense to randomly flip these