252,909 Commits over 3,990 Days - 2.64cph!

3 Years Ago
Fixed being able to spray on the MLRS Fixed incorrect VM spray colour when spraying at something that's invalid
3 Years Ago
Don't allow sprays on colliders with ColliderInfo that aren't marked as opaque (fixes being able to spray on a variety of invisible colliders at monuments)
3 Years Ago
Close reskin dialog if player is wounded/dies
3 Years Ago
Add a plane depth check to prevent sprays on some problematic monument colliders
3 Years Ago
Close reskin dialog if the entity being reskinned is too far away or destroyed Can no longer open the reskin menu if mounted
3 Years Ago
Fixed some cases where valid sprays would get incorrectly rejected on the server
3 Years Ago
South islands progress
3 Years Ago
Don't allow sprays on moving doors (water treatment)
3 Years Ago
Spray direction is no longer affected by alt looking
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Fix pixelate falloff for post processing
3 Years Ago
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3 Years Ago
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3 Years Ago
Assert client for creation of StandardPostProcess
3 Years Ago
Updated func_precipitation to allow TimeScale via input
3 Years Ago
Introduce Particles.TimeScale to change the simulation speed for each particle system https://files.facepunch.com/ognik/1b1711b1/2022-01-01_06-25-d7fea9ba-9834-446d-b0f7-aaf2b0a8d913-bTsQ7KeY.mp4
3 Years Ago
Updated func_precipitation to include inputs for Start/Stop (with Fade time), Freeze/UnFreeze and Set Density Work in progress Snow precipitation particles
3 Years Ago
Force particle update on changing draw state
3 Years Ago
If we're reading a text file and it's 0 length, set buffer to an empty string instead of leaving it null Should fix https://sentry.io/share/issue/93c85098febf49b998112d254516202e/
3 Years Ago
Add Particle.Simulating and Particle.EnableDrawing Allow the usage of freezing or hiding particles
3 Years Ago
Initial pass on simplifying mod resolve logic in asset system Map compiler add special search path when compiling, to be able to resolve shit I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead VPK compiling path resolution fixes Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere Put _vrad3 in the .source2 folder too Remove debug Cleaned now unneeded param from SplitFullPath Merge branch 'asset-path-lookups'
3 Years Ago
Put _vrad3 in the .source2 folder too Remove debug Cleaned now unneeded param from SplitFullPath
3 Years Ago
Fix documentation warning
3 Years Ago
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
3 Years Ago
Change Event.Frame to Event.Screen.SizeChanged for standard post processing
3 Years Ago
Document standard post processing settings
3 Years Ago
Add "Falloff" post processing effect. `PostProcess.Get<StandardPostProcess>().Falloff` The falloff post processing effect lets you create a distance based falloff on all the existing post processing effects. This lets you create effects such as "keeping the background black and white whilst keeping everything close to the player in color" https://files.facepunch.com/ognik/1b1611b1/2022-01-19_07-16-4777c436-c23f-4ee5-b462-d1fce508a2c5-WH9GCPBk.jpg
3 Years Ago
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3 Years Ago
Add SetupPhysicsFromOrientedCapsule
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
some extra changes/improvements and optimisations to the snowmobile separated out the belt drive and baked it down into the tracks and now uv offsets with the tracks merged the fuel gauge uv's and textures into the snowmobile uv's and textures now that the tracks and belt drive have been separated saved on a bunch textures and materials, removed all unnecessary textures/materials updated snowmobile prefab
3 Years Ago
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3 Years Ago
Moved and Renamed Precipitation Particles also added tint CP Added Tint option to Precipitation + Organised
3 Years Ago
func_precipitation: Add density property with precipitation_density scale convar
3 Years Ago
Added density CP3 to rain
3 Years Ago
func_precipitation: Add inner near and far distance properties
3 Years Ago
remove left over log
3 Years Ago
Initial func_precipitation implementation
3 Years Ago
Added support linear gradient angles for text gradients. Added gradient unit parsing(deg, grad, rad, turn). Removed redundant tags text-background & text-background-image `color: linear-gradient( 90deg, rgba(255,0,0,1), rgba(255,154,0,1), rgba(208,222,33,1), rgba(79,220,74,1), rgba(63,218,216,1), rgba(47,201,226,1), rgba(28,127,238,1), rgba(95,21,242,1), rgba(186,12,248,1), rgba(251,7,217,1), rgba(255,0,0,1) );` https://files.facepunch.com/ognik/1b1611b1/2022-01-03_55-22-5eb08044-4257-4bc3-a3b0-02b34cbce225-6MQT2b5S.png
3 Years Ago
Initial support for gradient support for text color https://files.facepunch.com/ognik/1b1611b1/2022-01-02_52-09-a8c40adc-c3b1-47ac-8239-9887f8341be7-6vjTyEYW.png ```css color: linear-gradient( rgba(255,0,0,1), rgba(255,154,0,1), rgba(208,222,33,1), rgba(79,220,74,1), rgba(63,218,216,1), rgba(47,201,226,1), rgba(28,127,238,1), rgba(95,21,242,1), rgba(186,12,248,1), rgba(251,7,217,1), rgba(255,0,0,1) ); text-background: linear-gradient( red, green ); text-background-image: linear-gradient( pink, blue ); ```
3 Years Ago
Fixed Miami particle being pinned to wheel
3 Years Ago
VPK compiling path resolution fixes
3 Years Ago
Map compiler add special search path when compiling, to be able to resolve shit I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead
3 Years Ago
Initial pass on simplifying mod resolve logic in asset system