138,863 Commits over 4,474 Days - 1.29cph!

2 Years Ago
wire material setup and thickness
2 Years Ago
tincanwire mat and materials (need to work out uvs)
2 Years Ago
Radtown S2P
2 Years Ago
Merge from main
2 Years Ago
Various lighting related prefab stuff. Road cone transmission texture.
2 Years Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
2 Years Ago
Add some structure to wolf behaviour code
2 Years Ago
Rollback ENT.PhysicsSolidMask for now
2 Years Ago
Rollback ENT.PhysicsSolidMask for now
2 Years Ago
Wire deployable on the Deployed layers
2 Years Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
2 Years Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
2 Years Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value
2 Years Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
2 Years Ago
Tin can alarm art implemented
2 Years Ago
deploy model for tin can alarm
2 Years Ago
split off cans with their own pivot
2 Years Ago
Merge from main
2 Years Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
2 Years Ago
tin can alarm art, lods, gibs, art prefab setup
2 Years Ago
Seperated parenting volumes for above and below
2 Years Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
2 Years Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
2 Years Ago
merge from main
2 Years Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
2 Years Ago
Merge main
2 Years Ago
Lowered vehicle parenting volume
2 Years Ago
merge from Blend4Way double sided
2 Years Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
2 Years Ago
rock formation prefabs (sea) radius and fade improvements
2 Years Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
2 Years Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
2 Years Ago
Wire deployable on trees Minor placement fixes Cleanup
2 Years Ago
weekly skins materials
2 Years Ago
Models and materials folders
2 Years Ago
propagated the latest changes into procmap stack
2 Years Ago
Commit missing change from private to public
2 Years Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
2 Years Ago
Added first pass win and lose anims - currently not hooked up to minigame
2 Years Ago
Merge from main
2 Years Ago
Merge from fishing_full_inv_fix
2 Years Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
2 Years Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
2 Years Ago
Player model cleanup Added a blocking state to the 3rd person animator
2 Years Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
2 Years Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
2 Years Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
2 Years Ago
improved visuals of the glass on the DPV altered texture and materials
2 Years Ago
Added relief map option to standard-specular shader
2 Years Ago
New faster and more accurate compute-based relaxed cone map generator