242,364 Commits over 3,867 Days - 2.61cph!

40 Days Ago
Updating EAC setup / launcher
40 Days Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
40 Days Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
40 Days Ago
Leaderboard backup, run #14003
40 Days Ago
Improved PlaceCliffsUniform randomization
40 Days Ago
Fixed river / ocean transition terrain issues
40 Days Ago
Set SourceLocation when creating action graphs in editor
40 Days Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors
40 Days Ago
Slice box
40 Days Ago
Merge from world_update_2
40 Days Ago
Final'ish - pending IK fix script.
40 Days Ago
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40 Days Ago
40 Days Ago
Fix expected type for constant value links
40 Days Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
40 Days Ago
Reduce wood pile density by 40%
40 Days Ago
3rd person motion fixes, part 14
40 Days Ago
Reduce reload time
40 Days Ago
40 Days Ago
Fix Either.CreateType( typeof(Signal) )
40 Days Ago
Merge: from main Tests: default editor build
40 Days Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
40 Days Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
40 Days Ago
Cancel any active gesture immediately on death
40 Days Ago
shield prefab and adjusted metal value of texture
40 Days Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
40 Days Ago
Merge: from main Tests: editor build
40 Days Ago
Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
40 Days Ago
Manifest
40 Days Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
40 Days Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null
40 Days Ago
Fix possible error when editing action graphs within sub-objects Scene ref node handles !IsValid better Serialize destroyed GameObject / Component references as null Update Facepunch.ActionGraphs Get rid of hack to re-use action graphs between game and tools Add SourceLocation to action graphs, fix caching Show action graph diagnostics in main console, like C# errors Update AssertNoGraphErrorsInScene test
40 Days Ago
Remove debug Specifying "Target Game" in addon project type will download and mount that game
40 Days Ago
remove log
40 Days Ago
Coin ui anim
40 Days Ago
Scatter dart initial/placeholder setup
40 Days Ago
merge from world_update_2
40 Days Ago
Merge: from main Tests: editor compiled
40 Days Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later New styling - gradient background, mini icon, etc. Search widget Type / tag filters Asset categories / grouping Search impl Asset popup, will turn this into something more tooltip-oriented later Breadcrumbs Rebase fixes
40 Days Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
40 Days Ago
Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before Update Facepunch.ActionGraphs More precise ActionGraph caching / simplify SourceLocation Fix scene ref nodes breaking if not compiled immediately Fix access control error for custom GameResources Remove log Update Facepunch.ActionGraphs Make sure action graph debugger inits immediately Fix possible error when saving GameResource action graph Shorter ActionGraph diagnostic message category Update cached ActionGraphs when re-deserializing GameResources
40 Days Ago
Backups; pose collection, cine prefab variants
40 Days Ago
merge from world_update_2
40 Days Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
40 Days Ago
merge from main
40 Days Ago
Restrict storage barrel being able to be placed deep inside the world layer
40 Days Ago
Merge from elevator_parenting_collision_improvements
40 Days Ago
Merge from main
40 Days Ago
Leaderboard backup, run #13996
40 Days Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab