247,385 Commits over 3,928 Days - 2.62cph!

2 Days Ago
Removed unused dividePoly function see a4e1e2b
2 Days Ago
Call WriteProgramToBuffer from c# Fix old compile routine crashing ByteStream WriteArray optional count Fix shader compile
2 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
2 Days Ago
Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh polys. This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK) x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
2 Days Ago
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
2 Days Ago
Fix bug leading to stack smashing Fixes recastnavigation/recastnavigation#687 To address this, I basically reverted recastnavigation/recastnavigation@e063ba6 & recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
2 Days Ago
Delete infectedwoundrenderdata
3 Days Ago
Delete more from common
3 Days Ago
Delete public/assetrename
3 Days Ago
Fix default for params arg
3 Days Ago
Remove some unused code from src/common
3 Days Ago
Fix some ContinueWith cases
3 Days Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
Move VCS writing code to CVfx
3 Days Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
3 Days Ago
Different main menu music
3 Days Ago
Dead cubemap rendering code
3 Days Ago
Added some music, add ArenaManager.Instance
3 Days Ago
Remove dead code Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
3 Days Ago
Fix warning
3 Days Ago
Expose navlink ConnectionRadius
3 Days Ago
Clean up aim code
3 Days Ago
Fix invis NRE when invis player is killed
3 Days Ago
More CPR on the ancient christmas lights and their weirdo shader. Test save for Dayaan.
3 Days Ago
fire stack perk tweak frozen shard perk balancing more balancing diff 5 balance tweaks fear sfx fix more balance tweaks
Leaderboard backup, run #15941
3 Days Ago
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled
3 Days Ago
Fix collision events returning incorrect per triangle surfaces
3 Days Ago
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
3 Days Ago
Merge from main
3 Days Ago
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
3 Days Ago
Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably)
3 Days Ago
AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit
3 Days Ago
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3 Days Ago
Added support for layers and per-instance colors to the indirect instanced renderer
3 Days Ago
merge from main
3 Days Ago
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3 Days Ago
- added test holdtype folders (1h/2h melee, bow, lr300) - added v4 rustplayer mask - setup hatchet 3p anims (updated melee overide controller) - updated hatchet.entity (removed offsets and set to attach to r_prop) - setup 2h 3p anims (updated sword overide controller) - updated longsword.entity (removed offsets and set to attach to r_prop) - updated lr300.entity (removed offsets and set to attach to r_prop) - added v4 player update loadout
3 Days Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
3 Days Ago
Increase cloud atmospheric haze with TOD_Fogginess
3 Days Ago
Remove confusing, unused arguments
3 Days Ago
Implement `-StaticPropSampleScale` & `-StaticPropBounce` Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce` Added `-softenCosine` for VRAD Fix static prop bounce not working due to uninitialized scale Fix branch specific compile errors
3 Days Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
3 Days Ago
Hair Updates
3 Days Ago
Re-implement while node, expression reduction
3 Days Ago
Texture Update for Ballista
3 Days Ago
Added bounds handles for deploy volumes as well