161,401 Commits over 4,597 Days - 1.46cph!

2 Years Ago
Added fx effects to all of the battering rams wheels
2 Years Ago
merge from fix_quarry_animator_lod -> main
2 Years Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
2 Years Ago
Updating hold types with new animations
2 Years Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
2 Years Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
2 Years Ago
Merge from fix_quarry_animator_lod -> main
2 Years Ago
S2P quarries
2 Years Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
2 Years Ago
missing TowingJointBreakDebug file
2 Years Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
2 Years Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
2 Years Ago
Show a colour in the Preset select editor
2 Years Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
2 Years Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
2 Years Ago
Merge from main
2 Years Ago
Merge from teleportpos_improvements
2 Years Ago
fixed negative scale on dracula cape worldmodel collider
2 Years Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
2 Years Ago
Merge from main
2 Years Ago
server-only compile fix
2 Years Ago
client-only compile fixes
2 Years Ago
wip io research table
2 Years Ago
Undo changes to m_OverrideSubMaterials
2 Years Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
2 Years Ago
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
2 Years Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
2 Years Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
2 Years Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
2 Years Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
2 Years Ago
viewmodel - ammo state/ choosing correct reload states
2 Years Ago
more towing strength adjustment
2 Years Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
2 Years Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
2 Years Ago
Move the shield to the back while reloading a projectile weapon
2 Years Ago
Can't use the ram without starting the engine
2 Years Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
2 Years Ago
viewmodel renderer setup
2 Years Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
2 Years Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
2 Years Ago
Better catapult colliders, added lootpanel prefab
2 Years Ago
Added worldmodel prefab and icon
2 Years Ago
merge from fix_quarry_animator_lod -> main
2 Years Ago
added 3p shield impact melee and impact ranged anims to player animation.controller
2 Years Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
2 Years Ago
halved twoing joint break strength
2 Years Ago
merge from main
2 Years Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
2 Years Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
2 Years Ago
Merge: from main Tests: built all modes locally