221,859 Commits over 3,653 Days - 2.53cph!

3 Years Ago
Fixed Client.All being empty (fixes chatbox etc)
3 Years Ago
Source updates
3 Years Ago
Remove GameBase.Current, add Game.Current Killfeed works again
3 Years Ago
Fixed Winch/Rope scaling wrapping around at length of 100
3 Years Ago
animal AI design update
3 Years Ago
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
3 Years Ago
Create SpawnPoint.cs Added Game.MoveToSpawnpoint( Entity pawn )
3 Years Ago
BasePlayer.CreateHull Noclip works again Don't pass client around for purely clientside stuff like camera and input building Add Local.SteamId, Local.DisplayName
3 Years Ago
Make sound.Add act as override on x86-64 too
3 Years Ago
merge from AI hdrpb merge
3 Years Ago
reapplied monument changes
3 Years Ago
merge from main
3 Years Ago
merge from impact_effect_scale
3 Years Ago
merge from hdrp_art_backport
3 Years Ago
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3 Years Ago
CNetworkQuantizedVector can get fucked
3 Years Ago
merge from main
3 Years Ago
merge from backport_bugfixes
3 Years Ago
merge from main
3 Years Ago
Added an onscreen tip to explain the throw/drop controls when first using a grenade
3 Years Ago
Merge from wearable_eyes_view
3 Years Ago
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured) Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
3 Years Ago
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips) Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
3 Years Ago
Solo sub world colliders
3 Years Ago
Also add .entity
3 Years Ago
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
3 Years Ago
Merge Main->Submarine
3 Years Ago
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
3 Years Ago
more color tweak/ changed env map placement
3 Years Ago
Merge from blink_sleeping_fix
3 Years Ago
Merged CloseEyes call into sleeping conditional block
3 Years Ago
Merge from main
3 Years Ago
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
3 Years Ago
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3 Years Ago
Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments Send the colour of the new line every time rather than relying on client and server to be in sync Fixed line prefabs missing colour setting Better context menu support and phrases setup
3 Years Ago
Adjust card material brightness
3 Years Ago
Merge CardGames->Main again
3 Years Ago
Fix static card table variants not having the new material
3 Years Ago
Merge CardGames->Main
3 Years Ago
Material edit
3 Years Ago
Fix community cards not being lit, making them too bright in dark conditions
3 Years Ago
Merge Main->CardGames
3 Years Ago
Merge WorkCart->Main. Bug fixes and minor improvements.
3 Years Ago
tweak red ball color to make it easier to differentiate from the orange
3 Years Ago
Merge CardGames->Main. Adds: - Visible community cards on the table - Chips on the table that match the actual pot - Improved UI performance
3 Years Ago
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
3 Years Ago
Use Right for sidewards movements in StandardPlayerAnimator
3 Years Ago
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox
3 Years Ago
Falling animation
3 Years Ago
Citizen V2 merge onto V1 Citizen V2: animgraph work, AO proxy data More puzzling animgraph shenanigans Removed colour from skin to allow for better tinting Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive Fixed unwelded vert in knee Implemented noclip in/out transition states Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats Working IK on the legs, animgraph updates, fixed look chains, etc. Updated trousers to fit new Citizen rig Updated longsleeve shirt to fit new Citizen rig Updated Tracksuit to fit new Citizen rig Updated Shorts to fit new Citizen rig Updated Labcoat to fit new Citizen rig Updated Jackets (hoodie and tuxedo) to fit new Citizen rig Updated HeavyJacket to fit new Citizen rig Updated Shoes to fit new Citizen rig Merge branch 'citizenv2' of sbox into citizenv2 Fidget idle test Updated Trainers to fit new Citizen rig Updated Workboots to fit new Citizen rig Updated Hardhat to fit new Citizen rig Remove physics hull from hardhat (causing visibility issues) Updated Wooly hat to fir new Citizen rig Updated Beret to fit the new Citizen rig Updated Security Helmet (with and without strap) to fit new Citizen rig Workboots compile Updated Tophat to fit new Citizen rig Updated Cap to fit new Citizen rig Updated Woolyhatbobble to fit new Citizen rig Updated Leather cap (with and without badge) to fit new Citizen rig Updated Uniform hat to fit new Citizen rig Updated Service hat to fit new Citizen rig Updated femalebun to fit new Citizen rig Updated male hair 02 to fit new Citizen rig Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2 Updated N/NE/E/SE/S walks Added tint mask to citizen_skin, removed mouth material More work on the walks reapplied tint mask Jump & land animations + changed bindPose to have root_ik Z=0 Fixed chest bodygroup name Merge branch 'citizenv2'