240,800 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
crowbar scale fix
1 Year Ago
Crowbar Viewmodel added https://asset.party/facepunch/v_crowbar https://files.facepunch.com/rickgreeve/crowbar_render_2.jpg
1 Year Ago
Enable scene camera tonemap by default
1 Year Ago
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Removed accidental heli gunner debug prints
1 Year Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
1 Year Ago
Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu
1 Year Ago
Cleanup & document These should be Entity.IsValid() checks Use SkyboxScale not Scale Scale safety check
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
1 Year Ago
Fix joining a server being fucked
Leaderboard backup, run #5789
1 Year Ago
Unsaved
1 Year Ago
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
1 Year Ago
Cleanup
1 Year Ago
Render texture in viewport preview Support vtex in asset preview widget Properties dock
1 Year Ago
Fix global networking using excessive amounts of bandwidth
Leaderboard backup, run #5786
1 Year Ago
Removed team interactions from attack heli and minocopter mounted players. Fixes "promote to leader" obscuring the pilot's view, if a team-member gunner is seated in front of them.
1 Year Ago
Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Use HasScrollY inside panel input
1 Year Ago
Test refactoring, improving graph composition API
1 Year Ago
Move blueprints to Sandbox.Engine Basic blueprint test setup
Leaderboard backup, run #5783
1 Year Ago
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
1 Year Ago
Actually use the sky_camera position Fix rebase error I don't think anyone has ever used this command This cubemap code wasn't even setting any used attributes? Cleanup CEnvCubemapFog compatability with C# sky_camera, temp cause we're gonna move that to C# soon enough
1 Year Ago
Noodling with nodes More noodling WIP blueprint node interface Fleshed out NodeType NodeType tweaks Input / output signal support in NodeType Blueprint<T> skeleton Some more example nodes Blueprint node graph modification methods MethodNodeType, refactoring
1 Year Ago
Fixed parachute playing wooden gibs sound when it breaks
1 Year Ago
v_usp: improved blending at the end of the two-handed reloads
1 Year Ago
▍▆▋██▅▆▄▉▅ █▄█▉▊ (▄▋▊ ▌▍▌▉ ▉▅▍▌▅▄ ▍▋█▆▉▄)
1 Year Ago
▌▊▇ ▄▉▇▇ ▄▇▇▍█▄ ▉▆▌▌ █▋ ▅▊▄ ▆█ ▋▉█▌▇▅▋ (▊▊▍█ ▅▌▄ ▌▍▊█ ▍▇▌▆▋▄ ▆▌ ▌▇▊▄▊ ▌█ ▌▇▄ ▍▉▊▅▊) ▆▋▄▄ `▅▍▋▉▌▉_▅▅▌▊█▋▇▉▉_▆█▄▊▇▊_▋▍▋▌` ▍ ▄▋▋▋▊█ ▊▄▄▌▄▋ ▋██▋▊▆▌ ▆▊ ▍▅▍▆▅ ▄▋██▄▄ ▊▌▉▇ ▇▄▄▍ `▄▆█▋▅▊▇▆▍` ▌ ▄▊▌▊▇▅ ▊▌▉██▍ ▉▊ ▋▄▄▍▍▅▇ ▉▆▌ ▅▇█ ▇▋▉▌▋▌▉▇ ▇▅ ▄█ ▇▊▉▉ ▉▉▅▊ ▌▍▅▉▇▇ (▋▉▉▇▍█ ▄▊▆▄▍▉▊▅▄▇ ▇▌▄█▉█▌▍ ▋▇▄▊▊ ▇▉▍██)
1 Year Ago
Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
1 Year Ago
Merge from main
1 Year Ago
Add SceneCamera.Skybox for rendering 3D skyboxes in the world sky_camera and skybox_reference ported to C# removing unused properties
1 Year Ago
Remove dead spherical vignette code from user shading model
1 Year Ago
BurstCloth: Allow controlling how strongly root motion affects the simulation Re-tweak ghost costume burst cloth settings after all the changes done for abyss (including much less affected by root motion) Don't shrink the ghost sheet while parachuting
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Removed "ON HIT!" and "DOING FLYBY" debug prints
1 Year Ago
cherrypicking 87331
1 Year Ago
merge from main
1 Year Ago
merge from global_networked_bases
1 Year Ago
▅█▊ "▊▉▋█▉▍▇▌▌▉▌▉▍▆▉█▍▅▇()" ▇▊▊█▍▍▇▆ ▊▌▆ ▋▊ ▊▋▉ ▍▋▅█▊▅▄▉ ▄▍▅▇▉ ▇▊ ▋█▋▄▄▄▅▌█ ▆▊▊ ▄▉▌▅▍▆▊ ▊▋▋▋▋▆
Leaderboard backup, run #5779
1 Year Ago
Remove C++ game code for skyboxes, delete sky_camera and skybox_reference C# classes for skybox_reference and sky_camera Add SceneCamera.Skybox accessor Actually use the provided skybox world 3D skybox can consist of multiple sceneworlds Took me too long to figure out client.dll path needs the worldgroupid to UpdateObjectsForRendering