243,889 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Merge from tutorial_island/foliage
1 Year Ago
Reduced garbage gen in RefreshLightState to zero
1 Year Ago
legacy benelli (spaghelli) shotgun viewmodel and worldmodel with lods initial prefabs setup
1 Year Ago
Heli wreckage & related files.
1 Year Ago
Fixed smoothness inconsistencies in all the rock_formation_small materials.
1 Year Ago
Terrain detailing.
1 Year Ago
merge from main -> hackweek_backpacks_2
1 Year Ago
Second tunnel entrance progress / LODs/ collision /prefab changes
1 Year Ago
Set occupationOver of backpack to back
1 Year Ago
Cherrypick "prevent parenting"
1 Year Ago
Reassign entityPrefab of backpack wearable
1 Year Ago
repro
1 Year Ago
Change default volume from `1` to `0` Rename `itemVolume` to `volume` as unity is confused after changing default value
1 Year Ago
Source, detection and UI basics.
1 Year Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else
1 Year Ago
Don't add hulls and meshes to aggregate if they fail to build (old data)
1 Year Ago
Native -> managed VR system, call managed WaitGetPoses inside VrPostPresent Render & submit serially + native submit test Use managed VR system checks in some native code
1 Year Ago
Splat updates for 8 channels. Scene org & heightmap polish.
1 Year Ago
Fixed targetID being jumpy/jittery Clean ups
1 Year Ago
Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable
1 Year Ago
Add sequential parameter to net.Read/WriteTable (#1866) * Add sequential parameter to net.Read/WriteTable * Break instead of return * Update net.lua --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
1 Year Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
1 Year Ago
Add PhysicsBody.AddShape() which takes a Hull and transforms it
1 Year Ago
Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize
1 Year Ago
New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP
1 Year Ago
1 Year Ago
Fix scene saving not using the extension
1 Year Ago
Initial states wip. Held entities can now block sprinting. Reduce movement speed and block sprinting when in sweetspot detection state. Initial UI setup/prefab/boilerplate code.
1 Year Ago
Add SceneModel.AnimationGraph
1 Year Ago
exported new player crouch set of unarmed anims
1 Year Ago
Add some [Range] attributes
1 Year Ago
Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
1 Year Ago
Merge from parent
1 Year Ago
Added console command to set player health, food and hydration.
1 Year Ago
skinning knife viewmodel and world model / lods materials and textures initial prefab setup
1 Year Ago
Fixed spawnmenu cursor position resetting in certain cases Reworked killicon library Updated language files Update string.lua
1 Year Ago
Initial commit
1 Year Ago
Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
1 Year Ago
UV support for killicons (#1158) * UV support for killicons * Update killicon.lua Change UV material argument to path Change UV coordinate arguments to pixel values Fix improper sizes for UV icons * Changed name to killicon.AddTexCoord --------- Co-authored-by: AwfulRanger <AwfulRanger@users.noreply.github.com>
1 Year Ago
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1 Year Ago
Attempt at fixing contacts Graphics.CopyTexture error
1 Year Ago
exported new player rifle run and crouch animations
1 Year Ago
Add bloom component
1 Year Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
1 Year Ago
Added hide sash convar. Will work on alive players and corpses.
Leaderboard backup, run #6730
1 Year Ago
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
1 Year Ago
Basic initial item/prefabs setup
1 Year Ago
Improve look hit detection for custom weapon racks