249,462 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
2 Months Ago
Updating battering ram frame models
2 Months Ago
Merge from ai_wolf_iteration
2 Months Ago
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
2 Months Ago
Clean that up, we can just use the Renderer to get the body
2 Months Ago
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2 Months Ago
Mag drop stuff
2 Months Ago
Merge from main
2 Months Ago
Fixed ADS shell ejection anim event. Mag eject event hits right when the mag scaling begins.
2 Months Ago
Fixed above ground pool water being invisible inside canyons
2 Months Ago
Mag drop.
2 Months Ago
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2 Months Ago
Tags tables Category table Package update Remove deprecated packages
2 Months Ago
Unparented mag drop from the bolt.
2 Months Ago
Barrel attachment offsets Ejection tweak.
2 Months Ago
Also hide side flash in ADS.
2 Months Ago
Leaderboard backup, run #15077
2 Months Ago
Add ThirdPersonBody to Camera Feature Merge pull request #3 from Retroeer/main Add ThirdPersonBody to Camera Feature
2 Months Ago
Bounding box fix.
2 Months Ago
Various viewmodel fx polish/fixes.
2 Months Ago
Anim event fix.
2 Months Ago
World space fix.
2 Months Ago
Fix the conveyor belt in player_controller_physics
2 Months Ago
Remove extra quat normalize that isn't doing anything
2 Months Ago
Normalize quaternions in AddPoses to prevent drift in model space blending
2 Months Ago
Accesorized SMG fx tweaks
2 Months Ago
Citizen/animgraph: improve look & feel of turning while moving https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
2 Months Ago
compile fix
2 Months Ago
merge from siege_weapons
2 Months Ago
Code cleanup, comments Deleted old prefabs
2 Months Ago
Ballista reloading client prediction
2 Months Ago
Parent merge
2 Months Ago
Fix UI sounds still playing spatially.
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Don't early out of model collider when there isn't a bone for part
2 Months Ago
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2 Months Ago
BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat Fixes a lot of annoying issues and decouples it even more
2 Months Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs) When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner HammerMesh component, explicitly set on GameObjects that have a map mesh attached
2 Months Ago
2 Months Ago
dev_grid material
2 Months Ago
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
2 Months Ago
SMG muzzle prefab updates & regression fixes.
2 Months Ago
Merge from main
2 Months Ago
adjustment
2 Months Ago
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
2 Months Ago
2d update and sounds
2 Months Ago
Icon updates
2 Months Ago
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
2 Months Ago
merge from qol_io_arrows -> main