130,397 Commits over 4,201 Days - 1.29cph!

8 Months Ago
Eyelid skinning on more heads
8 Months Ago
Try bezier curves rather than fake physics and a dream
8 Months Ago
remove debug tex saving
8 Months Ago
mesh decal support in working order
8 Months Ago
Eyelid skinning on Male_G
8 Months Ago
Made eyelids children of eye bones
8 Months Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
8 Months Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
8 Months Ago
Better blink values
8 Months Ago
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
8 Months Ago
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
8 Months Ago
cable gantry fixes, lods, collision and prefabs
8 Months Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
8 Months Ago
Merge community provided changes to JellyFish shader to do with $envmap Merged some more changes from `x86-64` for compile to work
8 Months Ago
Phrases update
8 Months Ago
Fixed construction collisions for al rustige eggs
8 Months Ago
Logic gates Codelock files Scene backup
8 Months Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
8 Months Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
8 Months Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
8 Months Ago
Added point_entity_finder Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
8 Months Ago
color_correction works with fog_volume Brings over Master/Simulate clientside spawnflags Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working Fixed GM:NeedsDepthPass causing NPCs to not render Also fixed it rendering ropes twice. Apparently the engine removes m_pRenderable from NPC entities for some reason? Remove DOFModeHack from pp_bokeh Rollermine becomes TWOPASS when open instead of translucent This makes it render better with SSAO pass (such as bokeh DOF) Fix util.TableToJSON only outputting whole numbers in arrays
8 Months Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
8 Months Ago
Port clientside trigger stuff from CS:GO Will allow trigger_playermovement to work with prediction more or less correctly Prepare networking code for env_wind radius Added env_ambient_light Minor cleanups Minor cleanups
8 Months Ago
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes Description for debug_dump and more info when ran. trigger_playermovement auto walk and no jump spawnflags Minor cleanups
8 Months Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time`
8 Months Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
8 Months Ago
Update: Don't pad last column Tests: ran unit tests
8 Months Ago
Fix util.TableToJSON only outputting whole numbers in arrays Added point_entity_finder Create Build-Clean.sh Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
8 Months Ago
merge from Player_Seed_EyePositions
8 Months Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
8 Months Ago
updated backpack offsets for some weapons
8 Months Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
8 Months Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
8 Months Ago
Fixed spelling of re'ceive on teas
8 Months Ago
Fixed right eye being flipped upside down
8 Months Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
8 Months Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
8 Months Ago
all gestures anims use v4RustPlayerMask
8 Months Ago
Missed Materials Files
8 Months Ago
Updated missing skinsets with eyepositions
8 Months Ago
Added Second Water Treatment Tank Packed Mask Material
8 Months Ago
v4 holdtype anims use v4RustPlayerMask
8 Months Ago
backup
8 Months Ago
Added New Water Treatment Tank Model and Pump Textures and Material
8 Months Ago
unarmed anims use v4RustPlayerMask
8 Months Ago
Compile errors
8 Months Ago
beehive_fixes -> main
8 Months Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters