233,528 Commits over 3,775 Days - 2.58cph!

10 Days Ago
Stop stomping saved game dock location, Facepunch/sbox-issues#5845
10 Days Ago
Fix some readonly property controls throwing during ctor not appearing at all
10 Days Ago
Just disable b3 asserts, i can enable them when needed
10 Days Ago
Test
10 Days Ago
Fix enemies always being in the aggro state Play hurt sound on damage, update prefabs accordingly Added Death Sound + Updated prefabs accordingly Angle affected by weapon recoil Tone down the screenshake
10 Days Ago
Don't enable these asserts in retail (hopefully)
10 Days Ago
Redo footsteps to not be event based [for now]
10 Days Ago
ViewModel OnStart fix
10 Days Ago
Don't count unassigned players in player count for hiding team avatars
10 Days Ago
Crosshair friendly cross inherits same visibility as elements
10 Days Ago
Fixed crazy mouse acceleration values completely breaking player view Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically Added ficool2's VRAD ambient occlusion implementation Adds the following new parameters: -aofacesamples -aopropsamples -aoNoSquare See vrad.exe help for defaults/explanations Fix errors with singular static prop causing VRAD to bail for all remaining Unhide sv_stressbots and make it a cheat Reduce max allowed voice packets per frame to 48 (from 64)
10 Days Ago
Remove TeamComponent, Spottable looks for an eligible component instead of syncing a property
10 Days Ago
Culling volume tests for lighting purposes.
10 Days Ago
Test branch
10 Days Ago
Fix UpdateDead NRE Fixed DroppedWeapon error Possible that this is null Balance.razor error fixes
10 Days Ago
Don't reset armor / helmet if we were alive on respawn
10 Days Ago
Fix potential crash when getting triangle material
10 Days Ago
Update Sprite Tools Update Sprite Tools (Again) Add SpittingEnemy which fires a projectile after set time Prevent Player velocity from drifting away
10 Days Ago
Fix LogPlayers logging wrong pawn
10 Days Ago
Halve HE and flashbang fuse times
10 Days Ago
Merge from main/wallpaper
10 Days Ago
Removing ItemDefinition label from wallpaper.entity.prefab.meta
10 Days Ago
Don't include DamageTracker.Registry in snapshots It can't be serialized
10 Days Ago
Don't allow zero density on shapes
10 Days Ago
Disallow throwing/melee when frozen
10 Days Ago
Fix GlobalComponents not being re-created if old inst is destroyed Fixes #177
10 Days Ago
Don't save contact in touch event, unsafe to keep around by the time events are processed, just save the hit data
10 Days Ago
Integrate all new wolf gaits with correct speeds
10 Days Ago
Add PlayerStateCleanupTime to bomb defusal Allow people to reclaim their PlayerStates
10 Days Ago
Fix game view geometry/visibility not updating and annoyingly intercepting input, selection etc
10 Days Ago
Queue Broadcast Events so they can be run on the main thread to prevent code being unknowingly run on another thread
10 Days Ago
Refactored the wire deployment code Can now press E to arm the trap, if not armed already
10 Days Ago
Fix bomb defusal early victory Reduce max rounds in bomb defusal to 24
10 Days Ago
WIP barriers Working mem. barriers for CS - need to add generic functions
10 Days Ago
Update wolf turn root motion, fix root motion extractor breaking references, have root motion extractor run automatically one animations with names ending in _rm
10 Days Ago
Give attach points proper rotations when flipped, respecting origin
10 Days Ago
Update game name
10 Days Ago
Flip attach points when sprite is flipped Don't update attachments in SpriteAnimationSystem, only do it when necessary
10 Days Ago
Double elevator max floor limit
10 Days Ago
Prepare notification for touch persists
10 Days Ago
GetTriangulation for heightfields
10 Days Ago
set wolf anims that need to loop to looping and edited name of wolf rotate L/R anims
10 Days Ago
exported wolf prowl anim at origin
10 Days Ago
Update Sprite Tools Added basic enemy aggro, chasing nearest player Enemy faces in moving direction
10 Days Ago
Update Attachments properly for non-square aspect ratios
10 Days Ago
Merge from main
10 Days Ago
Room Editor Wip - Will move into a library
10 Days Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh Sensor events Touch events Fix sensor typo stopping sensor events from working sometimes Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone Actually, don't do this, I think people rely on it even though I wish they didn't Fix MeshCreate not creating nodes properly Report touch lost when removing contacts for sensors and contact events enabled Calling OnContactRemoved in the wrong place Allow contacts to activate for kinematic vs sensor Implement world queries (overlaps) Fix tools_wireframe for reverse z Start on debug drawing, starting with sphere shapes Make debug draw turn on and off Debug meshes Debug capsules Debug hulls HeightField debug Offset terrain collider because internally it's Y up Fix debug draw crashing Fix casting heightfield not working.. wrong winding Shapes have an Overlap function, use that for CheckOverlap instead of CastShape Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have Call OnContactRemoved when refreshing contacts Begin and end touch events need the contact, our touch events need to calculate hit data Get rid of the prevelocity shit Combine friction and restitution from per triangle surfaces
10 Days Ago
Updated Sprite Tools Added Wood Enemy Sprite (Fucker with the abnormal aspect ratio)
10 Days Ago
Combine friction and restitution from per triangle surfaces