139,213 Commits over 4,352 Days - 1.33cph!

12 Months Ago
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12 Months Ago
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12 Months Ago
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12 Months Ago
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
12 Months Ago
Removed prefab references from hair sets for now (disabling hair)
12 Months Ago
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12 Months Ago
12 Months Ago
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
12 Months Ago
Ragdoll NRE fix
12 Months Ago
Bugfix: fix invalid index scrambling logic in tests Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle. Tests: ran all unit tests
12 Months Ago
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
12 Months Ago
Bugfix: avoid trampling results when scattering out physics query results - Also reduced size of temp allocations (they're still there, but it's the slow path anyway) This is not the bug spotted by tests, but it would bite us in the back anyway. Tests: none, as neither the demo nor tests cover this path (NYI)
12 Months Ago
Regenerate manifest to fix error about tiger.population already existing
1 Year Ago
Code gen
1 Year Ago
- Completely deterministic arc generation - Radius variable - Manually set projectile velocity (not the best idea)
1 Year Ago
clean up decal mesh collider
1 Year Ago
Eyelid skinning on more heads
1 Year Ago
Try bezier curves rather than fake physics and a dream
1 Year Ago
remove debug tex saving
1 Year Ago
mesh decal support in working order
1 Year Ago
Eyelid skinning on Male_G
1 Year Ago
Made eyelids children of eye bones
1 Year Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
1 Year Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
1 Year Ago
Better blink values
1 Year Ago
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
1 Year Ago
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
1 Year Ago
cable gantry fixes, lods, collision and prefabs
1 Year Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
1 Year Ago
Merge community provided changes to JellyFish shader to do with $envmap Merged some more changes from `x86-64` for compile to work
1 Year Ago
Phrases update
1 Year Ago
Fixed construction collisions for al rustige eggs
1 Year Ago
Logic gates Codelock files Scene backup
1 Year Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
1 Year Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
1 Year Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
1 Year Ago
Added point_entity_finder Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
1 Year Ago
color_correction works with fog_volume Brings over Master/Simulate clientside spawnflags Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working Fixed GM:NeedsDepthPass causing NPCs to not render Also fixed it rendering ropes twice. Apparently the engine removes m_pRenderable from NPC entities for some reason? Remove DOFModeHack from pp_bokeh Rollermine becomes TWOPASS when open instead of translucent This makes it render better with SSAO pass (such as bokeh DOF) Fix util.TableToJSON only outputting whole numbers in arrays
1 Year Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
1 Year Ago
Port clientside trigger stuff from CS:GO Will allow trigger_playermovement to work with prediction more or less correctly Prepare networking code for env_wind radius Added env_ambient_light Minor cleanups Minor cleanups
1 Year Ago
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes Description for debug_dump and more info when ran. trigger_playermovement auto walk and no jump spawnflags Minor cleanups
1 Year Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time`
1 Year Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
1 Year Ago
Update: Don't pad last column Tests: ran unit tests
1 Year Ago
Fix util.TableToJSON only outputting whole numbers in arrays Added point_entity_finder Create Build-Clean.sh Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
1 Year Ago
merge from Player_Seed_EyePositions
1 Year Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
1 Year Ago
updated backpack offsets for some weapons
1 Year Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
1 Year Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning