224,853 Commits over 3,714 Days - 2.52cph!

5 Months Ago
Fix backpacks not hiding the tank part of hazmat suits
5 Months Ago
Ensured limit supports empty shelter list from the beginning,
5 Months Ago
Fix wrapped items being deleted when opened inside backpack
5 Months Ago
Fix item right clicking into backpack after closing the backpack inventory
5 Months Ago
Backpacks will despawn based on the most valuable item inside them
5 Months Ago
Merge from main -> backpacks
5 Months Ago
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5 Months Ago
Merge from tutorial_island
5 Months Ago
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)
5 Months Ago
All access supplies mission stages are now mandatory
5 Months Ago
ak47 - locomotion anims with reduced spine movement, applied to override controller
5 Months Ago
Remove reference to boat
5 Months Ago
Fixed craft button highlight not updating after crafting an item
5 Months Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
5 Months Ago
Fixed opening full screen help info causing a soft lock in mission 2 Full screen help can now be closed with escape or by clicking the background
5 Months Ago
object > prefab correct footstep sound Add some lights to the map
5 Months Ago
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment) If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state. The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required. But with such a short time, going straight from grounded to airborne is too snappy. Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better... The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
5 Months Ago
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5 Months Ago
VR: More docs for `VROverlay` and `VROverlayPanel` VR: VrInput -> VRInput, extra docs for VRController
5 Months Ago
VR: Docs, rename Input VrHand to VRController VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR` VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
5 Months Ago
Get rid of angle pitch jitter in scene view
5 Months Ago
Make `Matrix` numerics value internal, similar to the one on `Vector3`
5 Months Ago
Initial commit - import materials, models, map, sounds and ui textures
5 Months Ago
VR: Move `VROverlayPanel`, `VROverlay`, `VROverlayInput` into `Sandbox.VR` namespace
5 Months Ago
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5 Months Ago
Initial commit
5 Months Ago
VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle` VR: Menu chord bindings / action VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace VR: Hook up WorldScale VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely VR: Move `VR` class into Sandbox.VR VR: Remove `VR` class, move any relevant properties over to `Input.VR` All of this was input-related anyway, this feels like a better place to have it. Modifying the anchor is done through `Input.VR.Anchor` now. The only exception to this is checking if we're running in VR; use `Game.IsRunningInVR` instead. This avoids us clashing with the `Sandbox.VR` namespace and causing a bunch of problems. Shouldn't be too different anyway as most things should be covered by our components. VR: Components don't update if VR isn't running
5 Months Ago
Update these vmdls that are failing to compile, using some mega old schema text
5 Months Ago
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5 Months Ago
Do not force nextbot/SNPC render group to opaque by default Let the engine decide. More Sandbox entity and tool clean ups * Removed redundant calls to SetMoveType and SetSolid Fixed certain sandbox tool entities not saving certain settings in duplications Such as being frozen by the tool gun. Consistency pass on Sandbox tools Duplicator saves "Make Persistent" setting Added ENT.WantsTranslucency and use it for sandbox entities If set and ENT.RenderGroup is not, and the default calculated render group is opaque - switch render group to RENDERGROUP_BOTH This works better than forcing RENDERGROUP_BOTH at all times - for example when you want to draw translucent/transparent effects when the entity's model is opaque and therefore the default render group is opaque and does not call ENT.DrawTranslucent
5 Months Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
5 Months Ago
Delete all compiled content under "/game/core/models/" from the repository
5 Months Ago
5 Months Ago
player update. exported spear set of anims and populated spear override controller with the new anims. Also setup holster positions for wooden and stone spears on their entity prefabs
5 Months Ago
Delete all compiled content under "/game/addons/citizen/" from the repository
5 Months Ago
merge from main
5 Months Ago
Move Input to engine (we should be able to massively simplify this shit)
5 Months Ago
Fix Input not working
5 Months Ago
Citizen/animgraph: make head look more reactive and bouncier
5 Months Ago
Apply the same .gitignore wildcard fix that I had made to sbox-assets to prevent compiled files from being committed (*_c to *.*_c), with the explicit exclusion of !*.shader_c
5 Months Ago
Character scene updates + footstep sounds
5 Months Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
5 Months Ago
Remove unused
5 Months Ago
New Outfit Piece - Raincoat Raincoat asset added! Lods and skinning adjustments coming shortly.
5 Months Ago
Fix [Broadcast] requiring `using System;` statement in file
5 Months Ago
Kill the server list
5 Months Ago
Basic ViewModel
5 Months Ago
Display HLTV client connect messages differently Do not wait for SteamID validation for HLTV clients that will never come Fix tags for HLTV servers, add extra hltv:1 tag Hide HLTV servers from the server list They can't be displayed properly side by side right now
5 Months Ago
Fix collision particles
5 Months Ago
Make Transform / CTransformUnaligned non uniform Use non uniform scaling when setting SceneObject transforms