139,243 Commits over 4,352 Days - 1.33cph!

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
1 Year Ago
Fixed spelling of re'ceive on teas
1 Year Ago
Fixed right eye being flipped upside down
1 Year Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
1 Year Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
1 Year Ago
all gestures anims use v4RustPlayerMask
1 Year Ago
Missed Materials Files
1 Year Ago
Updated missing skinsets with eyepositions
1 Year Ago
Added Second Water Treatment Tank Packed Mask Material
1 Year Ago
v4 holdtype anims use v4RustPlayerMask
1 Year Ago
backup
1 Year Ago
Added New Water Treatment Tank Model and Pump Textures and Material
1 Year Ago
unarmed anims use v4RustPlayerMask
1 Year Ago
Compile errors
1 Year Ago
beehive_fixes -> main
1 Year Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
1 Year Ago
Player seed updates
1 Year Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
1 Year Ago
Missing status panel files
1 Year Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks