240,253 Commits over 3,837 Days - 2.61cph!

9 Months Ago
Delete some more from entity2
9 Months Ago
Remove unused soundstack stuff
9 Months Ago
Remove unused tools remove unused tool keybinds
9 Months Ago
Leaderboard backup, run #8284
9 Months Ago
Leaderboard backup, run #8283
9 Months Ago
More transform options https://files.facepunch.com/louie/1b2111b1/sbox_vmL4f8Ckt6.png
9 Months Ago
Leaderboard backup, run #8281
9 Months Ago
VR: Delete VRSkeleton, unused VR: Rename VRControllerType -> TrackedControllerType
9 Months Ago
VR: Experimental fast function for storing reprojected HMD matrix VR: Separate out stereo render/submit/blit, don't submit editor SceneCameras (We still render and blit companion while in the editor, we just don't submit a texture to the compositor while not in play mode) https://files.facepunch.com/alexguthrie/1b2011b1/rsIQEZV0nc.mp4
9 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
9 Months Ago
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?) https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
9 Months Ago
Fix ironsights, make aimray start a bit out from the player for now
9 Months Ago
Fix SceneTrace.WithAnyTags using WithAllTags
9 Months Ago
Fix NRE Add basic ammo container / dry firing
10 Months Ago
Fixed issue with re-using previously created listings
10 Months Ago
Add PlayerController.AddJump action, hook up b_grounded parameter Temporary ADS solution
10 Months Ago
Fixed broken references Cleaned up SingleVendor filling methods Call interface through singleton now (terrible idea) Moved prefabs to new folder
10 Months Ago
Hook in animation parameters where possible
10 Months Ago
more twitchdrops scene setup
10 Months Ago
Add Vector3.WithAcceleration, Vector3.WithFriction
10 Months Ago
Block out damage Documentation, add tags to DamageInfo, hook into weapon shooting
10 Months Ago
Quick and nasty health component Don't create a health component when checking any GameObject's health
10 Months Ago
Adjusted layout Vendor lists are now pooled Vendor listing objects are now pooled Vendor GUI can now be filled with vendor listings taken from markers
10 Months Ago
Recompile smg1_shoot sound
10 Months Ago
Mess with networking, make a lobby immediately if not connected Add GameNetworkManager.IsMultiplayer Rename CitizenAnimationHelper so we don't clash with base Add CameraController.AimRay Update API Use GameObjects for muzzle flash / trail, add some shooting functionality, EffectsRenderer that points to a ViewModel if we have one
10 Months Ago
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
10 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
10 Months Ago
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
10 Months Ago
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
10 Months Ago
Assign CurrentHoldType from character's enabled weapon object Block out weapon abilities
10 Months Ago
Hitboxes update when gameobject tags change Protocol++ Sphere cleanup Plane cleanup, Frustum cleanup Rename Editor.CheckBox to Editor.Checkbox Remove Mesh.SetBounds Make Line.a + b private Mark a bunch of Vector3 parameters in Remove Label.SetText Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
10 Months Ago
If we're hiding the player's body, continue to render its shadows
10 Months Ago
Remove ununsed code, fix lighting on main scene Update .gitignore
10 Months Ago
Remove obvious unused interfaces
10 Months Ago
SkinnedModelRenderer plays sound events
10 Months Ago
w_waterbucket - fixed scaling issues on model & connecting prefabs (so 3p anims can be created with logical scaling/positioning)
10 Months Ago
Add Sphere trace that doesn't return distance In example tool, batch all the traces Only do BuildGizmoDetails if components changed ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes Special scene selection for Model based components, because it's stupid to not do it this way Add Widget.AlignToParent Add EditorTool.AddOverlay
10 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code Check if managed is ready before calling physics callbacks Fixed aoproxy crash when changing model Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool Another engine2 cleaning pass Missed a few more Raincoat LODs Add the same bounds checks as before to IzHeightFieldShape::CastRay VR: Fix out-of-editor rendering Move orbit camera to SceneEditorExtensions Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that) Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions Fix stray margin when expanding/collapsing components Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias Merge branch 'master' into updaters-test stash
10 Months Ago
public/engine2 cleaning pass
10 Months Ago
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
10 Months Ago
poc
10 Months Ago
player update. exported bow 3/4 stance anim set
10 Months Ago
Leaderboard backup, run #8260
10 Months Ago
Reduced the amount of buoyancy systems needed on ss ragdolls from 11 to 9
10 Months Ago
Buoyancy II
10 Months Ago
Pixels but it works with scene system
10 Months Ago
Buoyancy
10 Months Ago
Split fill TC and upgrade to wood into two different missions for easier help info logic Don't allow player to rotate or demolish blocks on tutorial
10 Months Ago
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
10 Months Ago
Experiment. Removed the need for a separate buoyancy system for every rigidbody on an entity. Updated player_corpse_new to only use one. Should be much more efficient. This technically makes the cached rootToPoint a little inaccurate since different limbs are moving around doing their own thing, but it's close enough given the benefits. Unfortunately it just doesn't look very good. You miss out on the different limbs reacting to different wave heights and get a stiff body result.