256,530 Commits over 4,018 Days - 2.66cph!

3 Years Ago
Coins
3 Years Ago
Crapload of temp files + scene backup
3 Years Ago
some file renames for vphysics2 module to keep that tidy too
3 Years Ago
Quick hack to update client values to server values when authority changes to you
3 Years Ago
Rename IVPhysics2World to IPhysicsWorld Rename IVPhysics2 to IPhysicsSystem Rename g_pVPhysics2 to g_pPhysicsSystem
3 Years Ago
Fixed color materials being "overriden by leafier mod" + fixed item pickup
3 Years Ago
Fixed DebugPhysicsTest
3 Years Ago
Pack our ball velocity into the usercmd as well so the server/other client can take it over
3 Years Ago
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals fixed a whole bunch of environment volume transition quality ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves overall polish
3 Years Ago
Teleport exit ent
3 Years Ago
Build aggregate constraints
3 Years Ago
Lower lock on pos to hit new animations Map changes, interact widget is screen space Temp note work
3 Years Ago
Refactor later, hlsl->spirv compilation
3 Years Ago
Added: Support for typing disable for text boxes (#1897) * Added: Property read only to derma properties base Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
3 Years Ago
Show Killed by on death https://files.facepunch.com/louie/1b1011b1/sbox-dev_XyFrBzGTKi.png
3 Years Ago
Build aggregate joints
3 Years Ago
Sweat particle tweak Level transitions, saturate when dead
3 Years Ago
Fixed sv_cheats not resetting on server join
3 Years Ago
Key throw ease Sweat particles during vault cooldown
3 Years Ago
Properly fixed up paddle hit / ball bounce reporting
3 Years Ago
Fixed SinceLastHit never being set on the server
3 Years Ago
Sort out VR serving
3 Years Ago
Allow custom respawn times on pickups
3 Years Ago
Fix nametag rotation in VR Server and other clients know about ball bounces and paddle hits
3 Years Ago
Fixed ragdoll wall collision Added border around maze
3 Years Ago
Delete active pawn if we're becoming a spectator Upped maxplayers Wrap debug code around DebugBallPhysics
3 Years Ago
Cleanup, decreased spectator fly speed
3 Years Ago
Add SpectatorPawn, SpectatorCamera, assign player as spectator if teams are full.
3 Years Ago
Ragdoll on death Removed debug enemy spawn periods
3 Years Ago
merge from trainyard_update
3 Years Ago
merge from coaling_tower_v2
3 Years Ago
art drop bugfixing salvo + coaling tower changes
3 Years Ago
updating coaling_tower LODs to reflect exit changes at all levels Made the exit path useable both directions rather than one way
3 Years Ago
Middle ground for code lock culling, now less aggressive due to gameplay impact
3 Years Ago
Lets get rid of the gl compiler, lets rewrite it and simplify
3 Years Ago
merge from osx_camera_fix
3 Years Ago
Added another zombie spawn mode Increase sprint speed (420->520) More map wip More map wip
3 Years Ago
wizard light effect etc
3 Years Ago
Change zombie clothing, use clothing on ragdolls WIP map stuff, rust sedan model
3 Years Ago
charger checks for player more often teleporting wizard GetCellInDirection, GetOffsetForDirection throwing key
3 Years Ago
Get creep movement following pathfinding results, obstacles not quite registering properly yet though
3 Years Ago
Add chat, add zombie surprise events Zombies make a noise when they notice you Merge branch 'main' of HackWeek_TerryHorror
3 Years Ago
Zombie attack/idle/walk selectors
3 Years Ago
Barebones gutted animgraph for the zombies (not very functional yet)
3 Years Ago
When disabling an addon, dispose of it in ServerAddons
3 Years Ago
Alternating client authoritative networking * Implement an alternating client authoritative model - whichever clients side of the table the ball is on gets complete authority over the ball position and velocity. * Physics are simulated entirely on the current authoritative client now. Pack the ball position into the UserCmd and the server sets the ball entity's position so the other client can see it and takeover when authority switches. * Substep the physics at fixed(ish) 0.005ms steps within FrameSimulate's delta time, each step moves the ball and checks against the paddle sweep. This may be unconventional but it gives us a perfect result and never misses. * Fix paddle collision sometimes sending the ball backwards because of a negative velocity length, added an abs.
3 Years Ago
Zombie animations Merge branch 'main' of HackWeek_TerryHorror
3 Years Ago
implement simple debug slowmo to make sure the angular hits are correct Implement alternating client authoritative - whoevers side of the table the ball is on gets complete control of the ball
3 Years Ago
Enable clothing, fuse positioning
3 Years Ago
Updated assets + map