243,203 Commits over 3,898 Days - 2.60cph!

4 Months Ago
4 Months Ago
Add mutex and pray
4 Months Ago
FX for broken road barrier.
4 Months Ago
Rotated one barrier a little bit to match access lights.
4 Months Ago
Lighting progress. Related new mats.
4 Months Ago
Use a callback for izLinearCast so we can override it and do our own
4 Months Ago
Merge from main
4 Months Ago
Remove the animator stuff for now. If I end up doing this it'll be on another branch Micro-optimization Add warning when calling PlayAnimation for an animation that doesnt exist
4 Months Ago
Unsaved changes/backups
4 Months Ago
Merge from monument_scenes -> aux1
4 Months Ago
boss burning vfx frozen vfx fear vfx fire sprite
4 Months Ago
Run Scene2Scene on all the correctly tagged monuments - only commit the scene output, not the legacy prefabs as they shouldn't have changed at all
4 Months Ago
Remove MonumentScene tag from swamp cabins scene
4 Months Ago
Remapped prefabs
4 Months Ago
Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools)
4 Months Ago
When running "SceneToScene" in bulk don't print errors & run on tags instead of "if MonumentInfo" is present
4 Months Ago
Add "MonumentScene" tag to all real monuments
4 Months Ago
Delete all scene spawner prefabs & monument scene outputs so we don't include any existing monuments that want to opt-out from conversion
4 Months Ago
Switch from a bool inside the `SceneToPrefab` component to using tags on the scenes to opt-in to output a scene - the prevents us from reserializing the source scenes and causing conflicts with other branches
4 Months Ago
Slight cleanup of code
4 Months Ago
Switch monument scenes to be opt-in rather than opt-out (to deal with all the non-monuments being included) Find monument scene spawners inside the /remapped/ directory instead of trying to remap every single prefab
4 Months Ago
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4 Months Ago
Implement CastRayMultiple, CastShapeMultiple
4 Months Ago
charger elite charger elite zombie runner, elite runner
4 Months Ago
Disable Master build config for Mac
4 Months Ago
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
4 Months Ago
merge from main -> monument_scenes
4 Months Ago
merge from timeline_tools
4 Months Ago
merge from boogie_board_force_fix
4 Months Ago
merge from seismicsensor_reset_fix
4 Months Ago
merge from car_door_destroy_fixes
4 Months Ago
merge from HorseTerrainHoles
4 Months Ago
merge from bike
4 Months Ago
merge from fix_compressed_tags_official -> main
4 Months Ago
Oops, DrawInstanced was needed !
4 Months Ago
Put commas between each compressed tag to fix all issues parsing them
4 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs
4 Months Ago
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4 Months Ago
merge from main -> biome_visuals_2
4 Months Ago
Trying out the Master build configuration for non-debug client builds (slower compiles but should run faster)
4 Months Ago
No need to respawn in SwapTeams Update facepunch.libevents
4 Months Ago
Merge main
4 Months Ago
merge from native_memory_stream -> main
4 Months Ago
Remove command used for testing
4 Months Ago
This doesn't need to be DrawInstanced Fix loading ui textures not updating when they finish loading
4 Months Ago
No need for ThreadStatic here
4 Months Ago
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
4 Months Ago
Merge from main -> native_memory_stream
4 Months Ago
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4 Months Ago
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