243,889 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
5 Months Ago
updated vcol on decals to tint the recent decal albedo changes
5 Months Ago
Forgot the marker!
5 Months Ago
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
5 Months Ago
Add BBox + Sphere GetVolume() Call AudioProcessor.OnDestroy properly Make DspProcessor public Store and restore Mixer config when playing game in editor Update Processors in mixer UI to show enabled status catch and report exceptions when disposing GameObjectSystems Dsp tweaks
5 Months Ago
Null error
5 Months Ago
Round prices up to the nearest 5 to make them look nicer
5 Months Ago
Update Raknet.lua
5 Months Ago
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
5 Months Ago
fix material assignment on storage warehouse trims.
5 Months Ago
Fixed line anchors fuckery again
5 Months Ago
more work on geo for storage warehouse.
5 Months Ago
handcuff viewmodel animation updated
5 Months Ago
Re-organise project, swap naming for public/private headers (now fpxr.h and fpxr_private.h) Try out blame ignore revs
5 Months Ago
Swap these
5 Months Ago
Clean up
5 Months Ago
Block unlock minigame in wounded states
5 Months Ago
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
5 Months Ago
reverted changes to workers_house_generic_trims
5 Months Ago
Call ProjectSettings.Reset in ResetEnvironment
5 Months Ago
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
5 Months Ago
WaitForPlayers logic change Resets timer while < MinPlayerCount are connected Skips if >= SkipPlayerCount are connected
5 Months Ago
sbl progress backup
5 Months Ago
Re-implemented TDM
5 Months Ago
merge from wire_slacking/optimisations
5 Months Ago
radhouse large checkin
5 Months Ago
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
5 Months Ago
Re-implement kill / objective rewards
5 Months Ago
Fix player joined chat entry being doubled
5 Months Ago
Addition of compute shader version + minor changes to PS shader version and UI ditto
5 Months Ago
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5 Months Ago
Fall back to UnknownStackLineHandler if file name is missing Fixes ILHotloaded method stack traces showing nothing at all
5 Months Ago
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5 Months Ago
Make Gizmo.Control.BoundingBox much more visually simple Json Serialize Sphere properly (!) Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo This reverts
5 Months Ago
Expose NavAgent.Velocity setter
5 Months Ago
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5 Months Ago
Define fix
5 Months Ago
Increase unlock timer from 5 to 60 seconds to match design spec now I'm not unlocking them constantly in dev. Added handcuffs.UnlockDurationMultiplier replicated var to save time when testing.
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective
5 Months Ago
Fixed held (but unlocked) handcuffs keeping your inventory locked after surrendering.
5 Months Ago
Disable UIBlackoutOverlay if in debugcamera
5 Months Ago
Update README.md
5 Months Ago
Update README.md
5 Months Ago
Update README.md
5 Months Ago
Update RustNative.h to latest version Merge branch 'master' of Facepunch.Raknet
5 Months Ago
Expose Sphere Add ControlSheet.CreateLabel( SerializedProperty property ) Add [InlineEditor], which will make structs editable inline when applied to a property
5 Months Ago
Update README.md
5 Months Ago
Update premake.yml
5 Months Ago
Improved monument splats/biome/topologies Enabled topology override Fixed flipped normal map on brick pile