243,558 Commits over 3,898 Days - 2.60cph!

12 Months Ago
BeginEdit respects CanEdit
12 Months Ago
Basic name editing for TreeNode
12 Months Ago
Added a Waypoint Race system Can be started via WayPointRace.startRace convar Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc) All vehicles within 20m of the starting waypoint will be considered participants Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat Added a helipad start point to craggy island with an example set of waypoints
12 Months Ago
Merge from main
12 Months Ago
Cherrypick 84867 (Editor only) - 'Add Parent GameObject' update
12 Months Ago
Parent merge
12 Months Ago
Merge from main
12 Months Ago
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
12 Months Ago
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
12 Months Ago
12 Months Ago
Removed barren map from bundles - Barren retired
12 Months Ago
Light fixes Can use Material and shading without PixelInput
12 Months Ago
Added BR br_sphere purple, red and green prefabs
12 Months Ago
Yet another materials update commit
12 Months Ago
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
12 Months Ago
light bulb fitting
12 Months Ago
WIP expression generation rewrite * To support expression nodes with multiple outputs * Make sure nodes are evaluated as few times as possible * Make sure output values are properly scoped / not overwritten WIP CallGraphNodeDefinition First pass of expression generation rewrite Fixed failing tests Some more work towards nested graphs Test for expression nodes being evaluated once per output event WIP expression graphs, output nodes More input / output node validation Basic UpdateInputOutputs support for expression graphs Test for expression graph creation / invocation Work on generating outer delegate for expression graphs Can now evaluate basic expression graphs Reachability validation hack for expression nodes
12 Months Ago
Reachability validation hack for expression nodes
12 Months Ago
12 Months Ago
Can now evaluate basic expression graphs
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Use EditLog
12 Months Ago
merge from io_budget_health
12 Months Ago
merge from qol_hbhf_stacksize
12 Months Ago
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12 Months Ago
merge from audio_alarm_label_fix
12 Months Ago
merge from 3p hmlmg clipping fix
12 Months Ago
Bump ents library limits to MAX_EDICTS
12 Months Ago
Added Cull mode option (default Off) to "Particles/Alpha Blended" shader
12 Months Ago
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12 Months Ago
Work on generating outer delegate for expression graphs
12 Months Ago
Fix NREs
12 Months Ago
Increase stacksize of hbhf sensor from 1 -> 5
12 Months Ago
m4 shotgun viewmodel - deploy update - removed pump movement in reload
12 Months Ago
disabled animator on 3p entity
12 Months Ago
Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path>
12 Months Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
12 Months Ago
set up attachment positions
12 Months Ago
Merge from main
12 Months Ago
Just for sanity, lets assert that we're the critical Qt stuff in the main thread There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
12 Months Ago
Test for expression graph creation / invocation
12 Months Ago
Fix for waterguns not correctly applying the last burst of water.
12 Months Ago
Basic UpdateInputOutputs support for expression graphs
12 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false ) ShadingModel is never going to be an interface like this TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway Delete DryEraseMarker from common ps code PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
12 Months Ago
Add support for moving multiple selected GameObject nodes in the hierarchy
12 Months Ago
More input / output node validation
12 Months Ago
Consolidating network messages
12 Months Ago
Fix UISystem exceptions on startup Stop using Json for network messages Lock messaging down These network messages should be raw and uncomplicated, so lets do that
12 Months Ago
merge from pipe_nre_fix