253,068 Commits over 3,990 Days - 2.64cph!

3 Years Ago
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing Fix access violation crash in NetWrite.SendRpc on invalid entities
3 Years Ago
SE ready for splats
3 Years Ago
Removing unsused vwatch, item_editor, etc
3 Years Ago
Hammer: Fix width and height labels on worldspace selection box
3 Years Ago
Removing unused workshoptools, workshopadmin, workshopmanager, workshoptoolutils
3 Years Ago
Added cl_hotload_log and sv_hotload_log console vars
3 Years Ago
Fixed block slices not updating properly when an opaque block is removed next to a translucent one Merge branch 'main' of sbox-corewars
3 Years Ago
Interopgen - run in parallel
3 Years Ago
merge from nav_biome
3 Years Ago
cherry picking 68669 - Skin bundle update
3 Years Ago
Compile fix
3 Years Ago
Make Texture2DBuilder a struct
3 Years Ago
Replace Hammer::CreateMenus with Hammer::WindowInit
3 Years Ago
Disable ToolRenderContext Commenting this out for this PR. Here's the issue with doing it like this. You're passing a struct down to addons, which can then be copied, which will copy the CToolRenderContext pointer. Which means you've lost control of it. That could lead to the situation where people are saving the struct somewhere and using it after the native pointer is dead. This is why where possible I've preferred the globals (Paint, Render) and protecting the pointer by nulling it when out of scope. This needs more thought on how it'd work for multiple views etc.
3 Years Ago
CFramelessMainWindow stores its managed handle
3 Years Ago
Adding a procgen specific railroad segment model. LODs are specifically keeping more segments than static counterpart to retain curve bending.
3 Years Ago
Allow lighting to be fetched from z chunks
3 Years Ago
latest projo sources
3 Years Ago
Initial tests (don't get too excited, this is never going to work)
3 Years Ago
Fix broken unit tests Refactoring tests into multiple projects Add test step Pull request ci
3 Years Ago
3 Years Ago
added lights to the makeshift snowmobile, both front lights and a rear break light. lods, textures and materials. Updated prefab
3 Years Ago
Add missing interop includes
3 Years Ago
Bring Texture3d, TextureArray & TextureCube builders extra properties
3 Years Ago
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
3 Years Ago
Fixes to studio light projector Import phys hull by element and split the projector panes hulls Added a material group
3 Years Ago
Cleanup texture builders to reduce loads of code duplication
3 Years Ago
Studio light projector files
3 Years Ago
Hammer: Add support for world space box selection for 2d views https://files.facepunch.com/layla/1b0911b1/sbox_oC6MhRldDQ.png
3 Years Ago
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify
3 Years Ago
Revert snowmobile seat view angles Disable body mesh when looking too far away from forward (similar to alt look mesh cut off)
3 Years Ago
Comment only
3 Years Ago
Simplified the ground material code - reusing existing TerrainConfig data.
3 Years Ago
Add sin easing methods
3 Years Ago
Tweaked First Person with arms view mode to work differently while mounted: Set the camera position to halfway between the vehicle mounted point and the eye point Scale the neck and head bones to 0 Slightly reduced snowmobile driver seat view angles (5 degrees less horizontal and 10 degrees less when looking down) Set snowmobile driver seat to use first person with arms view mode
3 Years Ago
Code review: Moved VehiclePhysicMatList into TerrainConfig
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Basic Hammer interop, let tools addons add menu bar options with [Menu] FgdWriter tells Hammer to reload fgd automatically when written Hammer: Save & restore selection when reloading fgds instead of clearing it Hook Hammer MapViewHUD render and pass a ToolRenderContext to C# for helper overlays (e.g. showing where a platform will go.)
3 Years Ago
Set Craggy back to the default time of day
3 Years Ago
Removed obsolete test replay
3 Years Ago
- Fixed missing world model script on cooked_fish_steak and on raw_fish_steak - Fixed Prefab ID on UnderwaterLab_Dwelling_600_Corridor_A and UnderwaterLab_Dwelling_600_Corridor_B - Fixed missing spawnable script on Scarecrow (it's used in Scarecrow.Population) - Fixed NREs in BaseNavigator HasPath
3 Years Ago
Backups
3 Years Ago
Removed ao details from material
3 Years Ago
Merge Main -> General QOL
3 Years Ago
Fixed possible NRE on game exit
3 Years Ago
Fixed case where changed input bindings wouldn't save to file
3 Years Ago
Full manifest rebuild
3 Years Ago
Cleaned up vtex files + added new textures Updated test asset map
3 Years Ago
Added box collider support to TriggerTemperature - fixed heat_volume throwing errors.
3 Years Ago
Enable IK on animator layer Add support for the ViewmodelMountedAnchor to pass world space transform targets to the Ik controller (still has some timing issues)