257,433 Commits over 4,018 Days - 2.67cph!

3 Months Ago
update particle rework scene
3 Months Ago
fixed colliders on sculpture that were blocking some placement and block upgrades
3 Months Ago
Pool for menu options
3 Months Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
3 Months Ago
Fix compile error in none.
3 Months Ago
Remove some randomly added Usings
3 Months Ago
Remove redundant check
3 Months Ago
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
3 Months Ago
Additional checks
3 Months Ago
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3 Months Ago
Ice shader tessellation with phong and bezier smoothing options
3 Months Ago
Merge from main (keeping main changes to external wall prefabs)
3 Months Ago
Don't show on default 5.56
3 Months Ago
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
3 Months Ago
Leaderboard backup, run #15701
3 Months Ago
Make Connection.SteamId and PartyId a SteamId Make Game.SteamId a SteamId Networking.TryConnectSteamId takes a SteamId Add SteamId.AccountType Add steamid to bytepack
3 Months Ago
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
3 Months Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
3 Months Ago
Fixed reconnect command Set _ownerid before lobby owner transfer as well and pre-empt owner data change Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044) Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting Better handling for root network accessor
3 Months Ago
Merge from oxygen_qol_tweaks
3 Months Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
3 Months Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
3 Months Ago
Merge from main
3 Months Ago
Merge from launcher reload bug
3 Months Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
3 Months Ago
Merge from modding_prefabs
3 Months Ago
Added new greybox scene containing all cube prefabs (for testing)
3 Months Ago
Backlog of unsaved mapping/modding prefabs: - More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster - Cold and heat volume variants (low, med, high) - Toxic/radiation water cube + cylinder prefabs - Admin spawnable invisible 3x3 cube + wall - Static fire prefabs (looping) - Static xmas light string prefab - Static spraycan decals - Birthday cake prefabs - Invisible static PressButton
3 Months Ago
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
3 Months Ago
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
3 Months Ago
Weapon case LOD adjustment and texture fix
3 Months Ago
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
3 Months Ago
Update path of build-shaders, upload all shaders as artifacts
3 Months Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update shaders, might get stumped with AO changes but i'll just build them back
3 Months Ago
Merge from main
3 Months Ago
forgot a file
3 Months Ago
move clouds to branch off main - clouds can cast approximate shadows on world - add exposure/contrast parameters - add dedicated configuration for coverage worley - adjust atmospheric haze mie scattering
3 Months Ago
Weapon Case and packing Foam texture/mesh update and material creation
3 Months Ago
Setup default text
3 Months Ago
- Got recent transactions displaying - Fixed index
3 Months Ago
Fix rectangle tool erase not erasing autotiles properly Added autotile preview support to Rectangle Tool Fix Rectangle Tool issues Added Autotile Preview to Line Tool
3 Months Ago
main -> vendingmachine_transaction_history
3 Months Ago
radiation_cube_support -> main
3 Months Ago
Removed logs
3 Months Ago
- Code cleanup - Minor bugfixes - Reserialised sprinkler
3 Months Ago
Proper feedback if we're looking for a game
3 Months Ago
Hold the weapon in hold bone if we're proxy
3 Months Ago
This works I guess?
3 Months Ago
Female skinset setup
3 Months Ago
Make spawnpoint assignment deterministic