255,521 Commits over 3,990 Days - 2.67cph!

3 Years Ago
Update to fix speeling mistake. Add crossbow impact particle effect.
3 Years Ago
Tweak player.land sounds which had way too much random pitch Tweak other sounds Implement particle effects by @bakscratch and add CrossbowBoltProjectile. Various improvements to projectiles. Spawn proxy projectile from Crossbow view model (temp hack as it has no muzzle attachment.) Update all weapons to not have name, desc as they are handled by their item counterparts. Merge branch 'main' of sbox-corewars
3 Years Ago
Render server groups under a group header
3 Years Ago
Crossbow impact particle
3 Years Ago
Reduced GC of QuoteSafe & ConsoleSystem.BuildCommand
3 Years Ago
Spelling mistake
3 Years Ago
Can translate with middle mouse button
3 Years Ago
DevCam: Only pivot on a valid trace Scroll wheel can also change pivot distance Change base movement speed with scroll wheel for better control
3 Years Ago
Add tangent handles
3 Years Ago
Added Paint.DrawConvex, Paint.DrawArrow
3 Years Ago
Paint.SetPen can define dashed/dotted lines
3 Years Ago
merge from main
3 Years Ago
merge from main
3 Years Ago
LODs for Cardboard Chest + some lod / modeldoc fixes + Long hair Grey! Cardboard chest LODS and fixes to baseball cap, flannel shirt, summer shorts and tanktop. Plus a new Grey colour variation for Long hair asset.
3 Years Ago
blacklist affects the legacy server browser as well
3 Years Ago
vacuum tube 1st pass anims and anim controller
3 Years Ago
Crossbow trail
3 Years Ago
Fireball trail and explosion
3 Years Ago
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom Fixed some addon DLLs not getting watched Introduced by bb5359a20 Property Sheet uses TypeLibrary TypeLibrary will expose a type if it's nested in a class that is exposed Add CategoryAttribute Fix AddonConfig not exposed Fix Binding system tick allowing reentrance Add TypeDescription.GetProperty, GetMethod Add [ShowIf], [HideIf] attributes for properties List/Struct/ExpandGroup margin/padding Soundfile resource (#252) * SoundFile class to grab properties from HSound * Add SoundFile.GetSamples * Use PrecacheSound to get sound handle * Getting samples has to be async * Comments * Bail out of getting samples if we failed to load the source * Add CSfxTable refs for SoundFile, release them on loop end and exiting * Rename ISound to VSound_t Citizen mesh updates - Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif - Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!) - LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important - Upper arm twist constraint weight lowered to 0.6 Balaclava LOD3 fix Small fix to modeldoc and model for Balaclava's LODs. Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData Add Asset.CompileIfNeededAsync() Make sure assets are compiled before trying to upload them Quiet down asset recompile spam, don't try to compile trivialchildassets Separate simulation inputs to prevent simulations stomping each other Deglue navmesh Remove cpp naming Refactor path cost into path builder, simplify path creation, optimize path by default Don't need to check our segment count, our iterator already does this Multi-goal support Allow multi-goal to actually work Remove the need to hold onto engine pointers Remove some options no one will ever use Make multi-goal condition more clear rebase fixups Merge pull request #226 from Facepunch/deglue-nav Deglue navmesh & add extra navigation stuff Pass the client to OnClientActive (why would we not want to know which client it was?) Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns Moved light animation code to C# Fix obsolete override usage in particle entity Fix an animgraph related assert Don't force frame rate when recording movie Add labels to level layer on post processing editor Don't exceed maximum view count on transform overflow Don't write morphs if we failed to allocate memory OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed. New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning. Move noise functions to Sandbox.System, change them to be between 0 and 1 Maybe fix blend2d preview messing up when reloading model Merge branch 'master' into curves
3 Years Ago
Don't add duplicate preview models
3 Years Ago
trainyard update
3 Years Ago
Adding a variant of the kinetic wheel entity that contains only the wheel part
3 Years Ago
Added train signal lights outside and inside the coaling tower building, as well as the mainframe interactive buttons (wip)
3 Years Ago
big button compact variant with arrow mask texture for directional functions
3 Years Ago
Fixed mountain goat ores once and for all by now running Hapis-specific spawn tables for them, like we did in the old days. Fixed up close cliffs potentially double rendering. Tiny extra FPS maybe.
3 Years Ago
Maybe fix blend2d preview messing up when reloading model
3 Years Ago
Move noise functions to Sandbox.System, change them to be between 0 and 1
3 Years Ago
Brew particles
3 Years Ago
Tweaked Item on ground particle Tweaked Blocked destroyed particle Blocked placed particle use players team colour
3 Years Ago
Unloader lights
3 Years Ago
Adjusted the world colliders on TrainWagonUnloadable because triggers hate GameObjects with multiple colliders on them (they get multiple entry and exit events for what looks to the TriggerBase like the same thing)
3 Years Ago
Fuel tank and scrap bin collector update
3 Years Ago
New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning.
3 Years Ago
Client-side checks
3 Years Ago
Fixed lined up flag setting
3 Years Ago
More unloading code changes. A better general setup
3 Years Ago
trainyard S2P
3 Years Ago
Trainyard level update, added ladder volume and temporary colliders to the coaling tower collector mesh floor
3 Years Ago
Coaling tower colliders and setup
3 Years Ago
A more intelligent system for train wagon unloading. Have the resource area be a sub-entity, with a trigger that can specify the area that's considered range to be unloaded. Replaced TriggerNotify with a new TriggerNotifyEntity.
3 Years Ago
Citizen source updates (LOD1/3 mesh updates)
3 Years Ago
Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed.
3 Years Ago
Fix nexus servers not immediately being grouped correctly when adding/removing them Automatically refresh groups once in a while just in case data changes
3 Years Ago
Refactor the mock configs so we can do that better and get it reflecting the nexus params too
3 Years Ago
Show unique names for the mock servers instead of stomping them all to the same value
3 Years Ago
WIP server grouping for nexus
3 Years Ago
Train unloading WIP
3 Years Ago
Merge Main -> Media Projects
3 Years Ago
Optimized relationship manager on the server (unsure if unity 2020.3 perf regression)
3 Years Ago
Make watchModel support watching an array of models as an overload Bump to v0.0.8