241,387 Commits over 3,867 Days - 2.60cph!
Support HideAttribute on enum control widget entries
Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
- further cloud density+lighting model experimenting
- add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime
- clean up
Add attachment mode to ball joint, same as hinge
Fixed siege tower server collider
Ballista gamefeel, placeholder anims
Fix crash getting joint desc limits, interop hates this for some reason
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
▌▊▆▆▌▄▅ ▉▊▉▋▇▌▌▄▅ ▋▉▇▅▄▅▉█▋▋▋ ▍▄▌▉▌▇, ▇▅▅ ▅▆▅ ▌▌▇▆█▊▍ ▌▆▊▋█▇▉▉▊▊▅ ▋▉ ▄▆▆▉▋ ▄▍▄▉ ▋▍▄█ ██▇▋▍ ▄▌▋▍ █▆ ▇█▆ ▇▋▋█▄▇▊ ▄▉▊ ▌▉ █▋▌ ▇▉▋▊▍▍▄▅▍ ▋▄▍▋ ▅▌▍
customize menu updates, arrow pngs
Added ballista spear ammo item + placeholder effect and projectile prefabs
updated refinery scene
tweaked cubemap values for night
TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
Ballista loading and firing logic
Added projectile firing overload methods to BaseMountable
Fix bounds checks when editing world
Freeze player when spawning, save position when quitting
Implement CastBodyMultiple for trace body run all
assault rifle
minigun
bolt action rifle
added brick_debris_a2 blend
updated some existing sbox.game assets
Fix wolves not comming to help their allies under some cirumstances
Prevent NRE from playing delayed reload sound
Prevent NRE in PlayerPawn DamageTakenEvent handler
We can network component references automatically now, don't need this
Tweak position of usp muzzle points
Fallback to random SpawnPoint if none match, prevents possible out of range lookup
Fix possible NRE when exiting scene
Add: Perf Test dud to boot ProcGen map
Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles.
Tests: Confirmed that the player asserts when running the new test
exported metal shield world model anims
Update package totals periodically
Getting package type list is faster
Move contest settings
Package type list
Can edit package types
Fixed duplicated constraints making Lua errors sometimes
Resolve memory alignment issues with 24bit images (.pngs, etc.)
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
Box component with razor attributes
Box modifier documentation
Fix Trace.Body not using start rotation
Link to steam profile, show gamerscore on profile
User page titles
Clean: removing unnecessary checks and files
Tests: none, trivial changes
playerupdate. player animtion controller updated with correct anim clips
Update: when enabling PerfFwk ensure we have 64bit arch selected
Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony).
Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you
Only damages building blocks atm
Placeholder animations and effects
▅▆▌█▇ ▅▋█▊ ▋▆_█▌▆▊_▅▆▋█▌▌▇▅▆ (▉▅▆ ▄▅▅▋██ ▉▍▋▊█▊▊▆ █▍▌▋)
Fix wolves absolutely wrecking cars with their attacks
Clean
Profile pages use custom urls from Steam
Can hide public profile (follows steam)
Comments link to user page
User achievements page
setting up metal shield viewmodel anims
▄▄▄▊▉ ▊▍█▅ ▇▆_▆▄▅▌_▊▊▆▇▆▇▇█▌
▉▋▇ ▇▅▋▉▍▄▍ ▉▉▇▊▅ ▄▅▊▇▌▅ ▅▆ ▉▅▍ ▍▍ ▌▄▍▅█▇▆▉█ ▄▌▌█▅▅▆ ▅▇▆▋▄▌.▅▊▊▄▆█▉.▌▆▅▋▉▅▍▄█▄▍▇▊▉▅
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
reinforced wood shield world model