224,800 Commits over 3,714 Days - 2.52cph!

Yesterday
magnet crates networking fixes shadow networking blood clouds
Yesterday
Thicket car flatbed base colliders
Yesterday
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
Yesterday
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Yesterday
Applied first iteration of attack
Yesterday
Shotgun powdery prefab
Yesterday
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Yesterday
Muzzle WIP
Yesterday
Underwater post toggles.
Yesterday
Fixes
Yesterday
Fixed door controller IO UI overlapping doors interaction UI
Yesterday
Comment only
Yesterday
Restore accidentally removed include
Yesterday
Use IgnoreCollision when dropped items fall on minicopter or attack heli. Items now fall through those two vehicles - unfortunately needed due to physics issues with the last two Unity updates. Items will still collide with scrap heli interior
Yesterday
Proper new underwater settings RC
Yesterday
Fixed Water Purifier missing deploy guide
Yesterday
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
Yesterday
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Yesterday
Return minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying
Yesterday
sks updates: - 3p updates + corrected aiming - updated anims on rigged world model - got shell eject fx working
Yesterday
Fixed burlap head wrap 3D preview positioning in item store
Yesterday
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
Yesterday
obstacle props, remove old block in props
Yesterday
New Clothing! - Winter Coat LODs coming up next for this + any skinning adjustments.
Yesterday
Added "Scatter Strength" param to water overlay for higher control over underwater fog
Yesterday
v_crowbar: basic animated VMDL setup
2 Days Ago
Bindless Lightcookies (#1556) https://files.facepunch.com/sampavlovic/1b0211b1/lightcookies.png
2 Days Ago
Update shaders
2 Days Ago
merge from fix_client_multiple_compressed_tags
2 Days Ago
Stub for shadow class, enumize lightflags
2 Days Ago
Added PlaceCliffParameters, can be used by cliff prefabs to overwrite the default parameters set on PlaceCliffs Split MinHeight and MaxHeight into MinTerrainHeight / MinCliffHeight and MaxTerrainHeight / MaxCliffHeight
2 Days Ago
Tutorial control control lock zone
2 Days Ago
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement PlaceCliffs child placements check terrain height and normal
2 Days Ago
Naming, cleanup, codegen
2 Days Ago
Sample lightcookies with explicit LOD since we can use this on compute as well
2 Days Ago
Fixed a warning regarding 'Colour Masks' Added some missing files
2 Days Ago
Fix multiple compressed tags not being parsed correctly in client browser
2 Days Ago
add cpu and ram info to Hardware, expose to api
2 Days Ago
replacing old set of track meshes, some prop models, materials, organizing
2 Days Ago
blunderbus viewmodel animation edits
2 Days Ago
Moved assets
2 Days Ago
Fixed some issues with opacity masking
2 Days Ago
Remove ilightcookieutils, cookieslice, etc Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner Fix typos and get bindless cookeies on shader, m_lightCookie is just a standard HRenderTexture now Cookies on fog Delete lightcookies.vtex which was a fixed array that we never really used
2 Days Ago
Bindless Cubemaps (#1552)
2 Days Ago
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
2 Days Ago
Add network time fix
2 Days Ago
Bindless cubemaps! Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority Update shaders Sort envmaps by priority Remove now unused m_bNeedsRender Recompile terrain after rebase
2 Days Ago
ShaderGraph: Fix black region in triplanar texture nodes Facepunch/sbox-issues#5371
2 Days Ago
Cookies on fog
2 Days Ago
Nicer display names for world component types Don't need SdfNetwork component type any more