198,713 Commits over 4,140 Days - 2.00cph!

12 Months Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
1 Year Ago
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1 Year Ago
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1 Year Ago
Added variable relief sample count based on shader quality level
1 Year Ago
Fixed disp/height map detection in material inspector
1 Year Ago
Codegen
1 Year Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
1 Year Ago
wire material setup and thickness
1 Year Ago
tincanwire mat and materials (need to work out uvs)
1 Year Ago
Radtown S2P
1 Year Ago
Merge from main
1 Year Ago
Various lighting related prefab stuff. Road cone transmission texture.
1 Year Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
1 Year Ago
Add some structure to wolf behaviour code
1 Year Ago
Rollback ENT.PhysicsSolidMask for now
1 Year Ago
Rollback ENT.PhysicsSolidMask for now
1 Year Ago
Wire deployable on the Deployed layers
1 Year Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
1 Year Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
1 Year Ago
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1 Year Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
1 Year Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
1 Year Ago
Tin can alarm art implemented
1 Year Ago
deploy model for tin can alarm
1 Year Ago
split off cans with their own pivot
1 Year Ago
Merge from main
1 Year Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
1 Year Ago
tin can alarm art, lods, gibs, art prefab setup
1 Year Ago
Seperated parenting volumes for above and below
1 Year Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
1 Year Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
1 Year Ago
merge from main
1 Year Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
1 Year Ago
Merge main
1 Year Ago
Lowered vehicle parenting volume
1 Year Ago
merge from Blend4Way double sided
1 Year Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
1 Year Ago
rock formation prefabs (sea) radius and fade improvements
1 Year Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
1 Year Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
1 Year Ago
Wire deployable on trees Minor placement fixes Cleanup
1 Year Ago
weekly skins materials
1 Year Ago
Models and materials folders
1 Year Ago
propagated the latest changes into procmap stack
1 Year Ago
Commit missing change from private to public
1 Year Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
1 Year Ago
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1 Year Ago
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1 Year Ago
1 Year Ago
Added first pass win and lose anims - currently not hooked up to minigame