244,553 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Muzzle flash movement made local Hook in some code for headshot effects and sounds (with helmet variants)
5 Months Ago
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
5 Months Ago
Fix ragdoll
5 Months Ago
Gizmo.Draw.LineCapsule fix (#5600)
5 Months Ago
Tutorial button
5 Months Ago
DataHelper for reading / writing to FileSystem.Data Makes sure that custom converters are used, for things like GameResource references. Fix UFItems defaults Default item resources had been moved to resources/items/default, and let's use them as the defaults in SetUpUnicycle in case any are null in unicycle.dress.json
5 Months Ago
merge from main
5 Months Ago
Minor collider edit
5 Months Ago
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
5 Months Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
5 Months Ago
v_mp5: various changes, see commit comments • 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour • reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭 • reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition • updated idle pose to take less screen space • fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count • small improvements to reload animations
5 Months Ago
- DPV is now a deployable - Added a basic DPV script that inherits from BaseMountable, currently does nothing - DPV models now face Z forward - Added DPV fuel storage entity, not yet functional - Test map edit for DPV dev
5 Months Ago
Fixed buoyancy "save point data" not working if the points only moved, but didn't change
5 Months Ago
Add progress of how many monuments are left when running S2P on every single monument
5 Months Ago
Comments
5 Months Ago
Implement running PreProcess at runtime on each prefab in the scene
5 Months Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
5 Months Ago
Merge from main
5 Months Ago
Cherry pick 98396, fixes weather errors in editor on my test map
5 Months Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
5 Months Ago
Mark more components as [MapGeneration]
5 Months Ago
Cherry pick 98470 for scene stats
5 Months Ago
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
5 Months Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
5 Months Ago
5 Months Ago
Add /MemoryCaptures to ignore.conf
5 Months Ago
Revert arctic hazmat to old version without skin tests Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
5 Months Ago
Add an empty check to the skin lists in SetSkinData
5 Months Ago
Merge from main
5 Months Ago
Added an awful developer model
5 Months Ago
Fixed graphics.collapseRendererLOD getting set to false every launch
5 Months Ago
Setup vendor fronts properly
5 Months Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
5 Months Ago
Update manifest and ID, and materials after the rename
5 Months Ago
Fixed an Ian bug
5 Months Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
5 Months Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
5 Months Ago
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle) part 2 (Plastic won't allow renaming files inside a folder that's also being renamed at the same time)
5 Months Ago
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle)
5 Months Ago
Add an icon for the watercraft
5 Months Ago
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
5 Months Ago
Rewrote vending front Fixed collision issues Broke RPC somehow
5 Months Ago
Merge from main
5 Months Ago
Fixed sofa, card table, and chippy arcade machine being set to isMobile true, needlessly running the vehicle tick. Fixed DoPrepare automatically setting all vehicles to IsMobile true.
5 Months Ago
Allow permenantly deleting twitch drops from the in-game inventory UI
5 Months Ago
Model/Textures/Materials and prefab setup
5 Months Ago
Model physics automatically inherits bone transform velocity so switching to ragdoll isn't stuck in the last pose https://files.facepunch.com/layla/1b0511b1/sbox_WLc97vrkvJ.mp4
5 Months Ago
Initial entity setup
5 Months Ago
Remove cloth code from sceneanimatableobject, we were also creating a physics world per animated object for it
5 Months Ago
set prefabs to static