244,561 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Gizmo Draw Sprite alternative Gizmo object scope Gizmo object selection Add SelectionSystem BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
1 Year Ago
Split the build base objective into two parts, building the foundations and then building the walls This allows an extra modal UI to explain softsides
1 Year Ago
Parent merge
1 Year Ago
Add a specific mount stage to the final mission
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Don't need to use MarkRenderTargetRead
1 Year Ago
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
1 Year Ago
Build 1 cubemap per frame for now, render thread getting overwhelmed?
1 Year Ago
Add new protobuf libs
1 Year Ago
Switched my inventory loadout back to standard rocket launcher
1 Year Ago
Harvest pings can now be changed per objective so different resources can have their own pings
1 Year Ago
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
1 Year Ago
Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render
1 Year Ago
Turn on c++20 and see what fucks up Thats a lot of errors - lets do /permissive for now tier0: c++20 fixes More Update protobuf to 24.3, patch for source2 That's everything to make it compile
1 Year Ago
Swap craft bow and craft bandages objective
1 Year Ago
Heal objective now just requires the player to use a bandage
1 Year Ago
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does Ensure stream position is correctly offset when writing strings & variable length int
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Removed accidental include
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Entrance LODs
1 Year Ago
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1 Year Ago
Fixed stack overflow
1 Year Ago
Some reorganization Some more documentation
1 Year Ago
1 Year Ago
Finished documenting ActionJig.cs
1 Year Ago
Merge from /main/deckard-render
1 Year Ago
Added Match Main Camera toggle to sync settings with in-game DoF + removed auto focus option + added dof_deckard convar
1 Year Ago
Document built-in nodes
1 Year Ago
Some cleanup
1 Year Ago
Validation: check variables are always assigned before accessing
1 Year Ago
Disable connection sharing for now
1 Year Ago
Disable connection sharing for now
1 Year Ago
Support for Input<T> parameters, while node test
1 Year Ago
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
1 Year Ago
Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup
1 Year Ago
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1 Year Ago
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1 Year Ago
Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong
1 Year Ago
Separate tutorial bear AI design.
1 Year Ago
Get rid of magic "event" name Variable reference serialization
1 Year Ago
Traverse blocks relative to the screen size, instead of set pixels
1 Year Ago
Scene editor boilerplate
1 Year Ago
Expose ClearFlags Don't update PanelList if not visible Throw warning if enum property can't be shown for some reason Add SourceFile, SourceLine to SerializedProperty
1 Year Ago
When enabling VCS, use the mouse's current position
1 Year Ago
Remove PanelTraversalOverlay, it looked shit
1 Year Ago
Added local variables, fixes #9
1 Year Ago
WIP invokcation cleanup using Expressions Finish refactoring invocation ActionJigs compile to a single expression tree