221,824 Commits over 3,653 Days - 2.53cph!

3 Years Ago
Added Point Darkness script. Attach this to any Light component to emit darkness instead of light. You can even emit different colours of darkness. "This is beyond science." - Matt
3 Years Ago
Bring in the interior walls of the solo sub turret mesh a little to prevent visual issues in the corners when using the box-shaped water culling.
3 Years Ago
Improve the solo sub's water culling volumes. Problems were caused by the water culling shader having a global maximum of four at a time. The solo sub needed six on its own. Probably not a good idea to have that many anyway, so rather than change the shader, reduced it to four per sub, and the interior mesh will just need a minor edit to not show any water inside. The culling volumes are sorted so having e.g. two subs near each other is fine.
3 Years Ago
Make TextureLoader.Image public as well
3 Years Ago
Added convars, fixed mipmap bias calculation.
3 Years Ago
Fixed issues with incorrect settings being supplied to plugins.
3 Years Ago
Canyon area
3 Years Ago
Fixed ECS RemoveWhenOutOfBounds Added ways to investigate why ECS bullets despawn Fixed case where ECS bullets wouldn't ignore the right unit
3 Years Ago
Debug Cleanup
3 Years Ago
Fixed citizen hitbox surface type Remove unused Still network ModelEntities,even if rendering is turned off
3 Years Ago
Fixed Transform being fucked up because I'm a clumsy idiot
3 Years Ago
Add Player.OnActiveChildChanged
3 Years Ago
Make citizen material surface property flesh Didn't mean to leave this in
3 Years Ago
Pool is a functional game again after Pain Day, fixed a bug where potting the white after the black would still result in a win
3 Years Ago
TransmitType.Culled renamed to TransmitType.Pvs Update managed parent information on entity created clientside Always network if an entity we own is the owner Make sure we can carry the entity before adding it to inventory
3 Years Ago
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3 Years Ago
Do not mark already subscribed addons as "from server" and do not unmount them on map shutdown
3 Years Ago
Plugin update, tidy up
3 Years Ago
Fixed legacy replays diverging
3 Years Ago
Fix ch47
3 Years Ago
Mipmap ImageLoader images from URLs as well Make Sandbox.TextureLoader.Load public and allow decompressing procedural png/jpg Merge branch 'master' of sbox
3 Years Ago
Don't change PhysicsSubSteps !
3 Years Ago
Tweak how PhysicsTime is calculated Merge branch 'master' of sbox
3 Years Ago
Procedural blink machine + micro eye darts added to the Citizen animgraph Merge branch 'master' of sbox
3 Years Ago
Add Material.CreateCopy and Material.OverrideTexture
3 Years Ago
Generate mips from ImageLoader-created textures
3 Years Ago
Convert to Pawn system
3 Years Ago
Whitelist System.Private.CoreLib/System.ObsoleteAttribute
3 Years Ago
Fixed duplicator library's Min/Max calculations Fixed duplicator tool's bounding box going away on death even though a dupe is still active
3 Years Ago
InteropGen - put native classes in order, least baseclasses first Engine - rename Player to Client Addon code prep Fov and Pawn Delete IFrameUpdate, IClientUpdate Add viewpos to usercmd Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did Remove FieldOfView from player, that was a mistake Add Client.Camera, cleanup Merge branch 'master' into player-client UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate Rename Player.cs to Client.cs Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity Client.Local => Local.Client Delete IPlayerControllable, Add Entity.Simulate( Client cl ) PlayerAnimator, PlayerController works again Removed BufferedActiveChild stuff Move PlayerAnimator and PlayerController to addons Setting Pawn also sets Owner Renamed OwnerEntity to Owner Add Entity.Input, Entity.Client If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion Moved Camera, CameraModifier to Addon Camera switching predicted properly, Camera.Activate/Deactivate called proper Fixed non networked [Predicted] variables thinking there were prediction errors Fixed health not being accessible clientside on non player entities EventSystem supports arguments Fix HasLocalPlayerOwner lying Run buildinput event from Game:BuildInput Restore nametag functionality Deleted BaseCamera, kill works again, fixed ragdollcamera Trimming unused Remove unused Remove unused Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again CamSetup has Viewer, ZNear, ZFar, Aspect Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition Fix PawnController.UpdateFromController Added FrameSimulate Keep user input up to date each frame Update ThirdPersonCamera.cs BasePlayer.CreateHull() Fixed ground entity not predicting on Entity Network BaseVelocity properly Only show managed prediction errors if cl_showerror > 0 Show origin prediction errors from all predicted entities Fix m_fFlags not being networked for all entities CNetworkQuantizedVector can get fucked BasePlayer.CreateHull Noclip works again Don't pass client around for purely clientside stuff like camera and input building Add Local.SteamId, Local.DisplayName Create SpawnPoint.cs Added Game.MoveToSpawnpoint( Entity pawn ) Remove GameBase.Current, add Game.Current Killfeed works again Fixed Client.All being empty (fixes chatbox etc) default v to +iv_voice, moved +iv_view to c Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties) Rename BasePlayer.cs to Player.cs Put PawnControllers in folder Delete IPlayerControllable.cs Cleaning Merge branch 'master' into player-client Merge fixes Bind F2 to devcam by default Fixed Use not working Added Entity.PostCameraSetup( ref CameraSetup setup ) Viewmodel Fov setup Remove ICarriable Add Local.Hud (RootPanel) Rename Hud to HudEntity<T> (T = RootPanel) Default RootPanel scale by screen height rather than screen width CameraModifier works again Rename HasLocalPlayerOwner to IsLocalPawn Rename Entity.Client to Entity.GetClientOwner() Added To class for RPC and ConCommand sends https://files.facepunch.com/garry/0d8c7cc3-96de-4e79-9410-69abedca6741.png Disable debug Update BaseWeapon description, telling people they don't have to use it Fix prediction errors showing when cl_showerror is 0 Move SimulateActiveChild to Player since it's a common useful thing Controller/Animator renames Fixed EventSystem exception when no arguments Changed how Entity.Input is treated on the backend Fixed Input.ActiveChild WorldPos, WorldRot, WorldScale => Position, Rotation, Scale Transform.Pos, .Rot now .Position, .Rotation PawnController.Pos to Position Merge branch 'master' into player-client https://docs.google.com/document/d/1LKmPYTqT3tmxmf0alSGvuoCZw26AnZ7zHibuao4cd54 Player client
3 Years Ago
Merge from backport_bugfixes
3 Years Ago
Hammer: Add editortext helper Merge branch 'master' into player-client
3 Years Ago
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
3 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
3 Years Ago
Player Pawn fixes Position Refactor
3 Years Ago
Position refector
3 Years Ago
PawnController.Pos to Position
3 Years Ago
Potential fix for server NRE spam
3 Years Ago
animal flee state + design improvements
3 Years Ago
merge from facingnavmodes
3 Years Ago
Transform.Pos, .Rot now .Position, .Rotation
3 Years Ago
WorldPos, WorldRot, WorldScale => Position, Rotation, Scale
3 Years Ago
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3 Years Ago
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3 Years Ago
Fixed some constraint library functions (such as HasConstraints, GetAllConstrainedEntities, etc) not functioning with the world entity Fixed gmsave library (Spawnmenu save system) not saving constraints that are attached to the world entity on both ends (such as ropes)
3 Years Ago
Controller/Animator renames Fixed EventSystem exception when no arguments Changed how Entity.Input is treated on the backend Fixed Input.ActiveChild
3 Years Ago
Subtracting 61639 (should've gone on a branch)
3 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
3 Years Ago
boar prefab & idle update
3 Years Ago
Use a single tick for both remote and local client this helps reduce the lerping effect of the cue