250,330 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Merge: from main Tests: built all modes in editor
4 Months Ago
merge from world_update_2
4 Months Ago
Move Hammer stuff to its own project We don't need <Vulkan> in the editor title anymore Cleanup
4 Months Ago
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
4 Months Ago
Backups
4 Months Ago
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4 Months Ago
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4 Months Ago
HCR viewmodel - Corrected slightly offset ironsights
4 Months Ago
Leaderboard backup, run #14164
4 Months Ago
Merge from world_update_2
4 Months Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
4 Months Ago
testing cloud improvements
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
4 Months Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
4 Months Ago
Parent merge
4 Months Ago
Merge from world_update_2
4 Months Ago
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
4 Months Ago
NPC Ginnle and Update to Map
4 Months Ago
Merge from world_update_2
4 Months Ago
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
4 Months Ago
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before Reduced ObjectDistance for hill cliffs from 5 to 3 Allowed hill cliffs to overlap Roadside and Railside topologies
4 Months Ago
Added ParsedDialogue class and DialogueEntry.GetParsedDialogue(). Includes support for <pause:time> tags First Pass on DialogueBubbleUI, Cutscene Manager now displays dialogue via this Panel.
4 Months Ago
CameraTargets now have EditorHandles and Gizmos, rework their functionality too. Created basic Dialogue Component Rewrote CutsceneManager to take in Dialogue instead of MovieClips. Remade the test cutscene to work with the rewrite.
4 Months Ago
adjust hcr firerate
4 Months Ago
hcr wip stats
4 Months Ago
merge from fix_monument_scenes_client_entities -> main
4 Months Ago
Fix monument scenes causing entities to spawn on both client and server inside monuments
4 Months Ago
Fixed airfield sometimes spawning too close to river
4 Months Ago
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4 Months Ago
More WIP
4 Months Ago
Add JSON converters for InputDefinition / OutputDefinition
4 Months Ago
4 Months Ago
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
4 Months Ago
Fixed underwater specular on terrain
4 Months Ago
Make Resource IValid, not valid when not yet loaded/missing Replacing deleted assets is treated as new, triggers reload events properly Deleting/replacing prefabs updates instances in open scenes Prefabs: register promise for missing source files, update inspector UI to show missing Add chunky mode to ResourceControlWidget
4 Months Ago
HCR viewmodel - removed sway from ADS fire anim
4 Months Ago
Optim: lazy-allocate Sound Modulator lists - Added an assert to trigger when we try to remove a modulator we don't own Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better. Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
4 Months Ago
merge from br-zone-water
4 Months Ago
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day repainted the topologies for ocean/oceanside/monument in it
4 Months Ago
merge from main
4 Months Ago
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
4 Months Ago
Update: don't expose modulators outside of SoundModulation - Changed printEngineSounds cmd to update more detialed info while removing redundant info - Simplified checks since we can now guarantee that our object is safe by construction. Tests: drove around in a car and checked the output in console.
4 Months Ago
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
4 Months Ago
exported wolf run attack shorter anim and edited wolf prowl anim
4 Months Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
4 Months Ago
Fixed DropEntityIfHeld affecting all players holding anything Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work Also now affects Physics Gun, for consistency with other such functions. it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it. Fixed Close Caption HUD being disabled by sethudvisibility input Update .gitignore Fix MatSelect erroring on select if not given a convar Added MatSelect.OnSelect and OnRightClick Improvements to PropSelect to match MatSelect Implement Panel:Clear Added OnSelect hook Added OnRightClick hook Fixed errors when not given a convar Added FindModelByValue Added SelectModel Fixed Lua errors when loading a save that had tools that no longer exist Pull Request: game icons in game list in main menu Updated HL1MP icon to match its Steam icon Display the command that is not bound in Hints, when no key is bound for it Pull Request: "SAM" support for TTT bans Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models Particle system changes Added: Set child control points from particle positions - set orientation Set control points from particle positions Set per child control point from particle position Remap Distance Between Two Control Points to Scalar - output is scalar of current value Remap Distance Between Two Control Points to CP Remap Percentage Between Two Control Points to Scalar Remap Percentage Between Two Control Points to Vector Set Control Point To Player - Use Eye Orientation Set CP Offset to CP Percentage Between Two Control Points Cull when crossing sphere Fix some compile warnings (Hammer) Ported even more particle operators from CS:GO C_OP_SetControlPointToImpactPoint C_OP_RemapSpeed C_OP_RemapCPtoVector C_OP_RemapBoundingVolumetoCP C_OP_RemapVelocityToVector C_OP_RemapCPVelocityToVector C_OP_RemapAverageScalarValuetoCP C_OP_RampScalarLinear C_OP_RampScalarSpline C_OP_RampScalarSplineSimple C_OP_RampScalarLinearSimple C_OP_NormalLock C_OP_SetControlPointRotation C_OP_SetCPOrientationToDirection C_OP_LerpVector C_OP_LerpScalar More csgo particle operators C_OP_RemapControlPointDirectionToVector C_OP_NormalizeVector C_OP_RotateVector C_OP_ClampScalar C_OP_ClampVector C_OP_InheritFromParentParticles New CS:GO particle initializers C_INIT_OffsetVectorToVector C_INIT_RemapSpeedToScalar C_INIT_NormalAlignToCP C_INIT_NormalOffset C_INIT_SequenceFromCP C_INIT_InheritFromParentParticles C_INIT_RemapInitialDirectionToCPToVector C_INIT_RemapInitialCPDirectionToRotation implement particlefield_rotation selector for PET
4 Months Ago
Fix logs being cleared too late when Clear Console On Play is checked (Fixes Facepunch/sbox-issues#6103)
4 Months Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.