253,391 Commits over 3,990 Days - 2.65cph!

3 Years Ago
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3 Years Ago
merge from main
3 Years Ago
Update Steam client libraries
3 Years Ago
merge from main
3 Years Ago
Use octree to find faces
3 Years Ago
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3 Years Ago
New Full Outfit - Medieval Outfit For the King! Something a bit out-there. We have this nice new full set of clothing, chest armour - chainmail - and leg armour. All integrated and LOD'd. Works with other modular clothing pieces to create some fun results. More feminine outfits around the corner.
3 Years Ago
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3 Years Ago
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3 Years Ago
A little better maybe but still screwed. May need a general re-think.
3 Years Ago
Namespace Hammer/MapDoc under Tools.MapEditor Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading. Ported the following shapes to C# so far: Quad, Block, Cylinder Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives. * GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all * Geometry -> PrimitiveBuilder * SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class * Port Spike and Hole primitives, Linq makes them super easy to do * Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away * Glue "Orient to the 2D view plane direction" checkbox to set the option in native Add Sphere primitive to C# block tool
3 Years Ago
Add Sphere primitive to C# block tool
3 Years Ago
Trim panel InnerHtml content from labels
3 Years Ago
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3 Years Ago
Map, Achieveemnts, Customize views :bug:
3 Years Ago
Don't recreate Steam Api in dedicated server, so ip and steamid doesn't keep changing Strip some tv relay stuff
3 Years Ago
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3 Years Ago
East monuments splatting WIP
3 Years Ago
Only show download UI when downloading reset this shit here because they allocate arrays based on the number of bones, and while they change when the model handle changes, the model handle might not have changed (because it might have just changed from an error to loaded) On client model download, reload the model Reallocate CCompositeParentSpaceState if bone count changed CBodyGameSystem always RegisterToolsResourceListener Try to deal with broken resource reloads by restoring their old models and clearing the list
3 Years Ago
snowmobile update separated front and rear lights into their own materials (not textures) so they can be lit independently merged the lights to the main mesh so it's only 1 prefab instead of multiple. hopefully not broken anything
3 Years Ago
Particle effect picking up health and life
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape
3 Years Ago
Jumppad support Update local.platformer.fgd Entered new area hud
3 Years Ago
Stash
3 Years Ago
Achievements, beginnings of customize tab
3 Years Ago
Pass opacity to lightmapper for foliage shader
3 Years Ago
more pathing test/wip
3 Years Ago
Allow models to have textures in RT bake preview
3 Years Ago
Fixed rails missing from world file
3 Years Ago
updated prefabs
3 Years Ago
adding decals and material color variation Merge branch 'master' of sbox
3 Years Ago
Tutorial door stays open while you're on green square
3 Years Ago
Namespace Hammer/MapDoc under Tools.MapEditor Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading. Ported the following shapes to C# so far: Quad, Block, Cylinder Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives. * GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all * Geometry -> PrimitiveBuilder * SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class * Port Spike and Hole primitives, Linq makes them super easy to do * Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away * Glue "Orient to the 2D view plane direction" checkbox to set the option in native
3 Years Ago
Asset compile Fix jump velocity being straight up when only slightly tilted
3 Years Ago
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
3 Years Ago
Citizen: adding a couple more aim matrixes (no left-right yet)
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Zipline mounts now save Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
3 Years Ago
Server now determines and sends tangent data for the front and rear wheels, allowing the client to rotate the wheel bogies to match the angle of the track. Added to WorkCart. This still has some issues to sort out so committing to a branch for now.
3 Years Ago
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3 Years Ago
Added a method to TrainTrackSpline to get a tangent from the lookup-table points. Also auto-formatted a few of my train classes to Rust standard formatting.
3 Years Ago
Update sbox-voxels submodule
3 Years Ago
Have the lightmap queue a full update when it becomes dirty Update mesh immediately when ready and perform initial torch/sunlight update in thread
3 Years Ago
Ported some train engine code back into BaseTrain for future wheel work
3 Years Ago
Merge from main
3 Years Ago
Add PrefabParameters to powerline platform
3 Years Ago
Potential progress?
3 Years Ago
Don't copy texture using shaders on nvidia hardware, isn't needed for video encoding on nvidia and could fix driver bug
3 Years Ago
Don't collate train tracks on the client, it's unneeded