193,719 Commits over 4,079 Days - 1.98cph!

10 Months Ago
Unsaved changes
10 Months Ago
Tuned motorbike headlights.
10 Months Ago
Allow trains to smash through deployed cover barricades
10 Months Ago
Radtown S2P
10 Months Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
10 Months Ago
Added mid skin materials Added mid head variation Added EyeAO materials
10 Months Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
10 Months Ago
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10 Months Ago
Added variable relief sample count based on shader quality level
10 Months Ago
Fixed disp/height map detection in material inspector
10 Months Ago
Codegen
10 Months Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
10 Months Ago
wire material setup and thickness
10 Months Ago
tincanwire mat and materials (need to work out uvs)
10 Months Ago
Radtown S2P
10 Months Ago
Merge from main
10 Months Ago
Various lighting related prefab stuff. Road cone transmission texture.
10 Months Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
10 Months Ago
Add some structure to wolf behaviour code
10 Months Ago
Rollback ENT.PhysicsSolidMask for now
10 Months Ago
Rollback ENT.PhysicsSolidMask for now
10 Months Ago
Wire deployable on the Deployed layers
10 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
10 Months 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
10 Months Ago
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10 Months 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
10 Months Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
10 Months Ago
Tin can alarm art implemented
10 Months Ago
deploy model for tin can alarm
10 Months Ago
split off cans with their own pivot
10 Months Ago
Merge from main
10 Months Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
10 Months Ago
tin can alarm art, lods, gibs, art prefab setup
10 Months Ago
Seperated parenting volumes for above and below
10 Months Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
10 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
10 Months Ago
merge from main
10 Months 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
10 Months Ago
Merge main
10 Months Ago
Lowered vehicle parenting volume
10 Months Ago
merge from Blend4Way double sided
10 Months Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
10 Months Ago
rock formation prefabs (sea) radius and fade improvements
10 Months 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.
10 Months Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
10 Months Ago
Wire deployable on trees Minor placement fixes Cleanup
10 Months Ago
weekly skins materials
10 Months Ago
Models and materials folders
10 Months Ago
propagated the latest changes into procmap stack