154,414 Commits over 2,649 Days - 2.43cph!

37 Days Ago
Fix static card table variants not having the new material
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37 Days Ago
Merge CardGames->Main
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37 Days Ago
Material edit
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37 Days Ago
Fix community cards not being lit, making them too bright in dark conditions
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37 Days Ago
Merge Main->CardGames
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37 Days Ago
Merge WorkCart->Main. Bug fixes and minor improvements.
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37 Days Ago
tweak red ball color to make it easier to differentiate from the orange
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37 Days Ago
Merge CardGames->Main. Adds: - Visible community cards on the table - Chips on the table that match the actual pot - Improved UI performance
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37 Days 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
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37 Days Ago
Use Right for sidewards movements in StandardPlayerAnimator
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37 Days Ago
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox
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37 Days Ago
Falling animation
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37 Days 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'
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37 Days Ago
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37 Days Ago
Fixed chest bodygroup name
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37 Days Ago
Don't use doubles in Vector4
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37 Days Ago
Model.Create can optionally create a collision mesh
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37 Days Ago
Jump & land animations + changed bindPose to have root_ik Z=0
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37 Days Ago
Source updates
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37 Days Ago
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
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37 Days Ago
TTT: tune shotgun headshot damage Changes to FireBullets mean all shotgun bullets can headshot (instead of only half). To compensate, reduce the short-range headshot multiplier from 3.1 to 2. TTT: give shotgun very small accuracy boost Change in bullet tracing theoretically impacts shotgun accuracy (though it was not super noticeable to me) so this is a slight boost to compensate
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37 Days Ago
Better exception messages for vertex and index buffer handles
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38 Days Ago
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
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38 Days Ago
Fixed ground entity not predicting on Entity Network BaseVelocity properly
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38 Days Ago
Add the operators you'd expect on Vector4
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38 Days Ago
Whitelist ReadOnlySpan
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Sam
38 Days Ago
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
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38 Days Ago
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
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38 Days Ago
updated brick materials/ added blend variation Merge branch 'master' of sbox
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Sam
38 Days Ago
Fix SkyAtmosphere, refactor base class Merge branch 'master' of sbox
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38 Days Ago
reapplied tint mask
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38 Days Ago
Added playerstart tint model for editor Added playerstart editor model that is neutral colour for tinting Merge branch 'master' of sbox
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Sam
38 Days Ago
Fix text rendering artifacts
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38 Days Ago
BasePlayer.CreateHull()
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38 Days Ago
Update ThirdPersonCamera.cs
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38 Days Ago
Keep user input up to date each frame
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38 Days Ago
Fix PawnController.UpdateFromController Added FrameSimulate
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38 Days Ago
Update ci.yml
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38 Days Ago
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
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38 Days Ago
Another assert
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38 Days Ago
Don't try to create textures on server
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38 Days Ago
CamSetup has Viewer, ZNear, ZFar, Aspect
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38 Days Ago
Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again
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38 Days Ago
merge from sleep tunnels
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38 Days Ago
merge from main
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38 Days Ago
Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically
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39 Days Ago
Slash fixes
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39 Days Ago
Last try with this shit
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39 Days Ago
Update ci.yml
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39 Days Ago
Update ci.yml
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