147,419 Commits over 4,444 Days - 1.38cph!

2 Years Ago
ball prefab update
2 Years Ago
update
2 Years Ago
vm sks anim tests, animator updated
2 Years Ago
Fixed broken machine
2 Years Ago
Update manifest
2 Years Ago
Setup vendors own type of vending machine rather than using weapons one Vendor now grabs reference to its own machine Force machine on map update Code cleanup
2 Years Ago
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
2 Years Ago
pooltable asset, textures and materials and balls
2 Years Ago
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
2 Years Ago
Ensured travelling state and waiting state can move around seamlessly. Brakes state now dependent on travelling state
2 Years Ago
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
2 Years Ago
Vendor can now be stopped by a player gesture Used a state machine instead
2 Years Ago
TestParameterSource field and property support
2 Years Ago
wip
2 Years Ago
Setup sell orders properly Add targetting system
2 Years Ago
Added TestParameterSource attribute to allow dynamic parameter sources for tests
2 Years Ago
Codegen
2 Years Ago
Add convars to scale damage by region (head, torso, legs) "Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
2 Years Ago
Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query
2 Years Ago
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2 Years Ago
Final commit, time based fading
2 Years Ago
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2 Years Ago
merge from cargo_stuck_fix
2 Years Ago
merge from ServerBulletRadiusFix
2 Years Ago
More unfucking from library corruption
2 Years Ago
Script fix
2 Years Ago
Folder cleanup. Initial item setup/prefabs.
2 Years Ago
Shush gesture (wip)
2 Years Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
2 Years Ago
Minor bug fixing
2 Years Ago
Sprint bar timing works properly, with network sync
2 Years Ago
Sprint WIP + remove leftover snowmobile mount code
2 Years Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
2 Years Ago
Updated finger gun gesture to use middle finger too. Added icon
2 Years Ago
Flag/proto setup and refactoring
2 Years Ago
Finger gun gesture
2 Years Ago
Convert some inputs to flags
2 Years Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
2 Years Ago
Fix quote mark location in PrintDefinedFlags
2 Years Ago
Another compile fix
2 Years Ago
Got rid of the bike gears, only one gear now as the model implies
2 Years Ago
ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
2 Years Ago
Centre of mass edit
2 Years Ago
Server compile fix
2 Years Ago
Updated throat cut gesture - fixed some translation issues
2 Years Ago
Enabled dof translation on player avatar for better retargeting results
2 Years Ago
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
2 Years Ago
Clatter helmet PFX fixes and visual refresh: -Flame tone adjusted to be more in line with the new fires. -Improved heat shimmer, which had regressed. -Performance optimized: No longer relies on noise, less overdraw & LOD tweaks. -Cleaned a script from the prefab that was doing nothing.
2 Years Ago
Improved test results formatting Added WaitUntilWithTimeout yield instruction
2 Years Ago
Experimenting with updated protobuf codegen which doesn't copy data around as much