257,794 Commits over 4,018 Days - 2.67cph!

6 Days Ago
some more minor dirt adjustments
6 Days Ago
Make slashes cause smaller decals than blunt, cause that makes sense
6 Days Ago
Merge from camphysical_taa_support
6 Days Ago
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6 Days Ago
Added client check when checking for taa support to fix server compile errors
6 Days Ago
Blunt effects now support non uniform scaling (skew)
6 Days Ago
Added random rotation modifer to all bullet decals
6 Days Ago
Ensure all stab effects have rotation modifers on them
6 Days Ago
Merge from camphysical_taa_support
6 Days Ago
Initial render envmaps on the loading screen instead of in the first few frames of the game
6 Days Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
6 Days Ago
Further refinements to slash effects
6 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
6 Days Ago
updated topology masks for jungle ruins, s2p ruins
6 Days Ago
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6 Days Ago
Restore adding per frame stats from updating upstream code
6 Days Ago
Fixed metal ore scale issues
6 Days Ago
exported crocodile static and run death anims and updated intimidate attack anim
6 Days Ago
Estimate player's velocity clientside if MOVETYPE_NONE Enable `"flammable", "no"` prop interaction Added `drawviewer` field to render.RenderView Loading screen gets data faster when hosting a game Load shaders from THIRDPARTY if not found in BSP or MOD And whitelist "shaders/*.vcs" in workshop addons. Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list. Fix SetFogController being stomped by new fog controller system Added NPC:GetHeadDirection and NPC:GetEyeDirection
6 Days Ago
Added sv_maxvoicepacketsperframe Text parsing: Handle loading/writing \r correctly (Hammer VMF) Hammer: Entity comments allow adding new lines with Enter In Entity Properties window, the Comment field Expand func_precipitation key-value info about custom particles Finish description of sv_maxvoicepacketsperframe Uncheat sv_player_usercommand_timeout and default to 0.5 0.5 is the value GMod originally had Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior. Replace DDrawer :: text with icons Spawnmenu drawers scale the category list So that when the drawer(s) are open the bottom categories are not hidden behind the drawer Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton Revert "Merged some anti usercmd abuse stuff from TF2 SDK" Causes weird issues around the game Fixed CRopeKeyframe having huge serverside bounds when not attached it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box Fixed trigger_remove.OnRemove not working at all Remove sv_autojump as it does nothing Pull Requests * TTT: add ttt_filter_role entity * TTT: Close player volume slider along with scoreboard * Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements * Fixed DButton:SetConsoleCommand() not accepting vararg * New Localisation Phrases Pull Requests * TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die * TTT: Let TTTLastWordsMsg hook override default behaviour * Cleaner server list layout code & Better display on small screens
6 Days Ago
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
6 Days Ago
Fix NREs, tweak asserts
6 Days Ago
Map List excludes current map
6 Days Ago
Map voting is off by default, add thieves.marine_base_arena to the map list
6 Days Ago
Move some UI stuff to Engine Move speech stuff to Engine Move file string tables to Engine Obsolete ColorGradient and FGDCurve Move stuff that can go into engine, into engine Clean up scene object flags Add SCENEOBJECTFLAG_HIDE_CUBEMAPS Add SceneObject.Flags.IncludeInCubemap DebugOverlay doesn't render in cubemaps
6 Days Ago
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6 Days Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
6 Days Ago
updated croc ragdoll prefab to look less goofy.
6 Days Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
6 Days Ago
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain - Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
6 Days Ago
Added TAA support to cam physical
6 Days Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
6 Days Ago
art updates - maintenance room
6 Days Ago
merge from fogmachine_optim
6 Days Ago
merge from cwb_kettle_harvesting_tea
6 Days Ago
merge from recipelist_reorder
6 Days Ago
merge from Item_Descriptions_update
6 Days Ago
merge from consumable_gene_info
6 Days Ago
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6 Days Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
6 Days Ago
Get rid of another log See if we can get away with a single NodeLibrary Get rid of NodeLibrary.Push() Fix Facepunch/sbox-issues#7808
6 Days Ago
Have croc exit dive if it happens to move out of the water
6 Days Ago
Clean up GameState, don't show up if in warmup
6 Days Ago
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6 Days Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
6 Days Ago
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6 Days Ago
HornetGunWeapon: Added asserts to track down validity issue
6 Days Ago
Fix NRE in mixer thread
6 Days Ago
Add SerializationOptions.MakeGuidsUnique
6 Days Ago