255,317 Commits over 3,990 Days - 2.67cph!
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
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weapontest auto heal
weapontest no bleeding
added hurtpunch menu option to disable red flashing
reduced red hurt flash by 60%
silencers no longer add directional damage indicators
tighter crosshair artwork
fixed iceAR magazine attachment slot
swapped smg/lr sounds (will all be replaced soon anyway)
Protocol++
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Trail: Changed Restart to G and Go Back to checkpoint to R
Updated Jenkinsfile !switch !release
Backup 2022/05/26 18:50:00 UTC
Switched realtimeSinceStartup for Stopwatch
Bounce particle goes on the hit pos, don't follow the ball you silly bugger
Use HitPosition instead of EndPosition on our sweep traces
Add TraceResult.HitPosition same as EndPosition for rays, but for sweeps its going to be the contact point where as EndPosition should be how far the sweep got
New Outfit Piece! - Hawaiian Shirt
New Hawaiian Shirt for summer time! - LODs on there way soon. And some small fixes to the office blazer's skinning.
https://files.facepunch.com/daniel/1b2611b1/Photoshop_JyaToMg2ls.jpg
Don't cast players shadow with flashlight
Sweep trace the paddle into the ball, way way more reliable, setup a nice cylinder hull for the paddle too
Better physics, account for paddle angular velocity, original ball velocity reflects, and resolve movement after we've been hit instead of before
HMLMG - reduced pop on ADS attack
Update README.md
Basic documentation on gather manager
Add teleport_progress trigger, teleports player to their last checkpoint
Update test map
Fixed hotloading concurrent containers
EntityManager.OnHotloaded safety
Handle entities being added / removed during the event.
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Turn on optimisations again
Make the island billboards look better (lit properly, blends in with fog)
Fix island billboards being clipped when far enough away
Fix server full warning never disappearing
spectate headbob NRE fix
added option for disabling hitcross
fixed headshot not showing hitcross
Add SimpleForm.AddRowToGroup
Add EditorMirrorMenu for selecting X/Y axis and Cancel/Mirror
Add MirrorBlocksTool (no mirror logic yet)
Add mirrorblocks.png icon for the Mirror Blocks Tool
Update sbox-voxels
Add mirror functionality to Mirror Blocks Tool (FlipX, FlipY)
Tidy up
Modify loot, mark server as modded
Use SplitQuoteStrings() so the convar works in server.cfg
Fixed build error !switch
merge from newrecoil - ScreenShake NRE and HMLMG offset fixes
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Refactor and detangle instancing and transform buffer shaders, makes much better use of hlsl SIMD
Remove unused EXTRA_SHADERDATA_TINTRGBA32, some other unused methods
Add VoxelWorld.GetPositionsMaxs/Mins
Fixed play button sometimes not showing when offline !switch
Make thumbnail generation more polite
Delete old beards
removed recoilcomp debug text
Show a warning on the hud when approaching an island that is currently full
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Delete old panorama materials
Fix vmix voicelist crash
Fix thumbnails feeling like they aren't generating
Generate material thumbnails as a sphere if possible
Fix crash if VMIX_GraphByName is null
Enable spew is hard locked waiting for resource
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
material updates following texture changes
re-worked texture sets
concrete_c, asphalt_a, road_decals
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually