userLayladcancel

7,100 Commits over 3,531 Days - 0.08cph!

7 Years Ago
Fix client side barrel model attaching incorrectly on initialize Fix client not spawning at the exact location told by server
7 Years Ago
Fix client side only barrel model replicating when it shouldn't
7 Years Ago
Fix being able to detonate while detonating
7 Years Ago
Fix spring arm camera incorrectly updating for 1 frame after switching to it
7 Years Ago
Add death camera
7 Years Ago
Attach spring arm camera to barrel to avoid jittery movement
7 Years Ago
Turn off auto active camera bullshit so setting view target on possess doesn't get reset
7 Years Ago
Barrel detonate countdown
7 Years Ago
Broadcast taunt number so everyone can hear the same taunt
7 Years Ago
Broadcast barrel taunt and explosion
7 Years Ago
Limit barrel taunts to 2 seconds
7 Years Ago
Spawn barrel controllable model with random yaw just incase a nerd can recognise axis aligned barrels or some shit
7 Years Ago
Bring up front menu using 'P' aswell as escape so it can be opened in editor
7 Years Ago
Keep relative transform when detaching entities
7 Years Ago
Add Controllable.AddImpulse. Throw player up when umounting test vehicle.
7 Years Ago
Fix dice vehicle bug
7 Years Ago
Add Barrel Controllable to suicide barrels gamemode
7 Years Ago
Use model library settings parameter instead of global state
7 Years Ago
Fix merging error
7 Years Ago
Add model library import settings (CollisionMode, LodForCollision) Merge branch 'master' of github.com:Facepunch/SandboxGame Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Update SourceUtils KeyValues
7 Years Ago
Attach physics body to root bone if solid name doesn't match a bone name
7 Years Ago
Add .phys loading for ragdolls. Destructibles research. Add LinqExtension Enumerable.WithIndexes. Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Fix static mesh mdl lods with incorrect materials
7 Years Ago
Fix skeletal mdl lods with incorrect materials
7 Years Ago
Test test
7 Years Ago
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7 Years Ago
Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message Testing a long commit message
7 Years Ago
Test
7 Years Ago
test
7 Years Ago
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7 Years Ago
Add better native dll filtering
7 Years Ago
Add Image.Rotate (Only works for uncompressed image data) Add Image.Uncompress (Only works for DXT compressed images) Renable skybox loading but textures must be all uniform and of the same size.
7 Years Ago
Attempt compressed image rotation. Disable source skybox loading until all textures work.
7 Years Ago
Add source skybox cubemap importer, import (ft, bk, rt, lf, up, dn) textures to make a single texture cube
7 Years Ago
Override IGamemode.LoadMap for MusicBox so it doesn't load a map
7 Years Ago
Ported jamesk's music box
7 Years Ago
Remove timer for logic_timer and use async loop func instead
7 Years Ago
Add logic_timer. Add ambient_generic. Add support for duplicate entity keys in key values. Add FindTargetEntities. Mount hl2_sound_misc.
7 Years Ago
Change lod distance factor to a reasonable value so lods are actually in use Add source path to models so the source file can be traced back
7 Years Ago
Forgot to add overlay to mesh batch, disable shadow casting on overlays.
7 Years Ago
Add env_soundscape Batch map overlays with worldspawn model. Batch displacements.
7 Years Ago
Combine meshes to save draw calls (bsp texturedata can result in the same material sometimes)
7 Years Ago
Convert BGR888 to BGRA8888
7 Years Ago
Fix 16x16 textures being fucked. Fix MakeErrorTexture (2x2 checker)
7 Years Ago
Add editor only source paths to imported textures so they can be traced back to the source file
7 Years Ago
Fix map overlay texcoords
7 Years Ago
Basic map overlay support (map decals)
7 Years Ago
Ambient lighting hdr lumps always seem to be fucked so don't bother using them
7 Years Ago
Ghetto smd parser to test animations. Changed skeletal model to handle setting of materials so users only have to set the material on the mesh.