136,869 Commits over 4,444 Days - 1.28cph!

2 Years Ago
radtown S2P
2 Years Ago
removed deferred decal renderer component from glue mesh in favor of deferred mesh decal
2 Years Ago
SBL LOD0 complete
2 Years Ago
View model setup, fixed incorrect cancelling behaviour at end of game for local player
2 Years Ago
Trail sand improvs.
2 Years Ago
Fixes
2 Years Ago
Wheelfx stuff
2 Years Ago
3p anim setup and better timings to let anims play out Show toasts confirming winner/loser after anims have played Fixed bots never picking scissors
2 Years Ago
Improved sidecar suspension, still needs a little bit of work
2 Years Ago
Enable the RendererBatch component on all shipping container prefabs - fix some components that were at the root level instead of at the same level as the RendererLOD / MeshLOD
2 Years Ago
Failed camera smoothing experiment
2 Years Ago
Velocity inheritence fix.
2 Years Ago
More iteration
2 Years Ago
Iterating.
2 Years Ago
Compile fix
2 Years Ago
Merge from parent, stomp animator changes
2 Years Ago
Merge from main
2 Years Ago
Tooltip can now accept arguments for string substitution, similar to RustText Added a tooltip to the discount/surcharge icons that lists the original purchase price Using the addtime convar now immediately force updates all npc vending machines Added a BypassDynamicPricing option to the NPCVendingMachine component, allows us to opt out specific vending machines Added npcvendingmachine.DynamicPricingEnabled convar, disables the dynamic pricing across the whole server
2 Years Ago
Sidecar wheel work
2 Years Ago
Bike driving work and sidecar suspension visuals fix
2 Years Ago
Add color to RendererKey for render batching to support shipping container - pull the color from the MaterialPropertyBlock of the MeshRenderer
2 Years Ago
Sidecar world collider edit
2 Years Ago
Merge main -> Bikes
2 Years Ago
Apply fix #2 in redid commit
2 Years Ago
Redid the commit so that it would stop applying to DeltaSerialize() - tried to combine existing null checks with new default value checks, keeping them seperate is less complexity
2 Years Ago
Fix & update codegen - don't check if field is null twice (bytes & strings already checked if null when optional) - throw error if required class isn't present, skip serializing structs if required but default value - fix regression where it checked if field was default when delta serializing
2 Years Ago
Skip fields with custom default values instead of always serializing them - significant as it affects Vector3
2 Years Ago
Fixes Dirt trail iteration.
2 Years Ago
Updated codegen Protobuf now won't serialize default values as pooling resets everything before deserialization - should have the exact same input & output but better performance
2 Years Ago
Made ProtoBuf.Half3 and ProtoBuf.VectorData IEquatable so it can be compared to default value
2 Years Ago
Mud splat FX.
2 Years Ago
Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
2 Years Ago
Motorbike wheel FX wip.
2 Years Ago
merge from optimize_asset_warmup_tunnels
2 Years Ago
WIP/placeholder rock paper scissors gesture animations - 3p and viewmodel clips. Includes entry, idle, start and exit placeholder anims.
2 Years Ago
Merge from hood_and_cuffs
2 Years Ago
Merge from main
2 Years Ago
Lock/unlock backpack correctly
2 Years Ago
added ground ramp glue trim to storage warehouse.
2 Years Ago
more work on storage warehouse.
2 Years Ago
Added "Remove Hood" radial menu option
2 Years Ago
Change remove handcuffs icon
2 Years Ago
Added radial menu option to unlock and return cuffs from a player
2 Years Ago
Remove now unused params
2 Years Ago
Merge from main
2 Years Ago
Additional restrained check
2 Years Ago
Fixed text formatting
2 Years Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
2 Years Ago
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
2 Years Ago
Better asphalt wheel fx.