223,994 Commits over 3,684 Days - 2.53cph!

7 Months Ago
Refactoring, test case for ActionJig<T>
7 Months Ago
Started documentation, some conversions to/from Delegate
7 Months Ago
Bike wheel Merge branch 'main' of sbox-assets
7 Months Ago
very WIP island loading
7 Months Ago
Ambient occlusion proxies made by SceneSystem instead of entity system
7 Months Ago
Additional work, some in previous commit, changing IronSights so Enabled isn't a public var that can be set in inspector. This was often being set to default to True, when it should have always defaulted to False and let the player's ADS input fully control it.
7 Months Ago
Nice transition for ADS into fullscreen UI
7 Months Ago
Merge from main
7 Months Ago
OOG Volumetric Fog * Added SceneCamera.VolumetricFog and SceneFogVolume * Fog volumes are part of SceneSystem instead of managed separately * Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes * SceneMapLoader loads SceneFogVolumes and light_rect
7 Months Ago
removed previous textures
7 Months Ago
updated brutalist skin textures
7 Months Ago
UV mapping fixes post texture update Redo of some gibs post texture update
7 Months Ago
Make these entities internal, no need for public use in legacy entity system Make sure entities have default values in Hammer Remove IsMaster from volumetric fog controller entity, it doesn't do anything VolumetricFogVolume use BoundsHelper
7 Months Ago
Fix editor sometimes loading base tools package in the wrong order
7 Months Ago
icons Merge branch 'main' of sbox-sausagesurvivors2 update offered upgrade when level increases by other means enemy wander timeout, tweaked player detection dash repeat tweak
7 Months Ago
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7 Months Ago
Updated deploy guide and fixed short LOD distances for siren light.
7 Months Ago
Leaderboard backup, run #6077
7 Months Ago
WIP tracking when a player has either completed the tutorial or declined it, still pretty broken
7 Months Ago
Revert initial resource objectives
7 Months Ago
Conflict fix
7 Months Ago
NavigationMesh available out of game * Supports runtime generation * Pathfinding all in c# * Save/Load navmesh * Added Triangle struct
7 Months Ago
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
7 Months Ago
NavigationPath is in engine now
7 Months Ago
Add NavigationPath
7 Months Ago
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders Fixed some IK weirdness during parachute deploy animation in third person introduced in 87586
7 Months Ago
Fixed minicopter push behaviour regression from last month Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
7 Months Ago
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7 Months Ago
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
7 Months Ago
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
7 Months Ago
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
7 Months Ago
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
7 Months Ago
Atlas tweaks & particle system iteration
7 Months Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority)
7 Months Ago
Helper for baking fog Make baked fog work again Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
7 Months Ago
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7 Months Ago
Cycle validation test (#4)
7 Months Ago
Emit some validation messages for things like type checks (#4)
7 Months Ago
Emit some validation messages for things like type checks
7 Months Ago
Validation: sort topologically, update dirty nodes in order (#4)
7 Months Ago
Bring clipboard back in case people were using it, forward to Sandbox.Game
7 Months Ago
Move UseTemplate attribute TypeLibrary fixes Move input, UISystem
7 Months Ago
NavigationPath cleanup
7 Months Ago
Tweak navmesh generation params that I don't understand
7 Months Ago
More killicon aliases for physics kills New Portal NPCs can be duplicated
7 Months Ago
Mark nodes dirty when changing input / property values (#4)
7 Months Ago
Started work on validation (#4) Spacify
7 Months Ago
Cleaning
7 Months Ago
Add NavigationMesh.Node.Triangles/ClosestPoint/Distance
7 Months Ago
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds