240,776 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Cleanup
1 Year Ago
Fix craft amount reseting to `1` each time you craft more than 1 item
1 Year Ago
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1 Year Ago
Store the clothing of the player with the head object for reproduction later
1 Year Ago
Scrap heli, parent ragdolls
1 Year Ago
Remove extra method
1 Year Ago
Interpolation edit, no longer need the fancy stuff
1 Year Ago
Manifest again, to fix scrap heli
1 Year Ago
Scrap heli fix
1 Year Ago
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1 Year Ago
Enable ragdoll -> vehicledetailed physics collision
1 Year Ago
1 Year Ago
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
1 Year Ago
Store player ID and name
1 Year Ago
First pass on a new detached head in a bag item If the gathering item has this behaviour enabled in the gather settings a head item will be produced on the last gather hit on the corpse (enabled on the butcher knife for now) The item is non-stackable and stores the relevant information about what NPC it came from (player data still wip) Added an Inventory information panel that displays what animal the head was gathered from when selected in the inventory
1 Year Ago
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
1 Year Ago
Depth resolve vmat
1 Year Ago
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender Add depth downsample layer, replace CVrComputeShaderRenderer with generic one Cleanup dynamic reflections layer Move depth downsample to it's own neat layer, use specialized depth resolve for another image format disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor Vulkan compile for depthresolve_cs Remove r_resolution_scale not referenced anywhere
1 Year Ago
Cherrypick 88308 and 88309 (MaterialPropertyBlock not rebuilding after resize)
1 Year Ago
Ensure MaterialBlocks are rebuilt after the cell allocator buffers are resized
1 Year Ago
Weapons: sync with changes
1 Year Ago
FPArms: update shared sprint anim
1 Year Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
1 Year Ago
Fix 2021 branch compile error
1 Year Ago
1 Year Ago
update global_networked_bases/2021
1 Year Ago
Command to manually expand render buffers
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Second train tunnel entrance progress Setup a basic prefab for the second entrance tunnel variant
1 Year Ago
adding airduct tileset, plasterboard hotspot
1 Year Ago
wooden box scene setup
Leaderboard backup, run #6545
1 Year Ago
Shape triangulation (tools need this)
1 Year Ago
Small action graph editor fixes
1 Year Ago
Update ActionJigs Try to get nodes to redraw on change
1 Year Ago
ShouldHit is needed :(
1 Year Ago
1 Year Ago
Validation fix
1 Year Ago
merge from main
1 Year Ago
stake - prefab updates
1 Year Ago
Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/
1 Year Ago
stake - viewmodel prefab renderer setup
1 Year Ago
Update() node UI after Layout() calls
1 Year Ago
Weapons: remove HoldAdjustment_ parameters from all animgraphs
1 Year Ago
stake - initial prefabs for viewmodel, worldmodel, entity, projectile, and item
1 Year Ago
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used
1 Year Ago
brick_single_a dirty blend adjustment
1 Year Ago
Constant node drawing tweaks
1 Year Ago
Constant nodes Node interface tweaks
1 Year Ago
Remove unused shit from util_trace