252,913 Commits over 3,990 Days - 2.64cph!

14 Days Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
14 Days Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
14 Days Ago
Compile shaders
14 Days Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
14 Days Ago
Restrict shotgun ammo types Restrict SAM ammo T2 Techtree progression
14 Days Ago
Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader
14 Days Ago
Remove these debug logs
14 Days Ago
Only find this attribute if we need it
14 Days Ago
SyncFlags.Interpolate, support for float, Vector3, Angles, Rotation, Transform (with internal interface right now)
14 Days Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
14 Days Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
14 Days Ago
Sam Site restricted
14 Days Ago
Swapped beehive prefab over to using new blockout
14 Days Ago
Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks
14 Days Ago
T1 Tech tree, relatively unchanged
14 Days Ago
Tweaked siege weapon constructables deploy volumes
14 Days Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
14 Days Ago
Merge from main
14 Days Ago
exported tiger prowl low/idle anims
14 Days Ago
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
14 Days Ago
added new player loadout
14 Days Ago
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at BallistaGun shows the health of the vehicle Horse temp ragdoll shows the health of the horse
14 Days Ago
merge from med ak skin branch
14 Days Ago
Add counter to blackboard
14 Days Ago
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
14 Days Ago
Merge from train_tunnel_altitude_2
14 Days Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
14 Days Ago
don't let ragdoll test convar try and ragdoll a client entity
14 Days Ago
Updated mounted ballista and ballista name and shortname Manifest
14 Days Ago
merge from primitive/deployable_ballista
14 Days Ago
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players. Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location. Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
14 Days Ago
Don't accept "game" command while Application.IsEditor
14 Days Ago
Don't accept "game" command while Application.IsEditor
14 Days Ago
Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero
14 Days Ago
Updated knight armour set icons after texture changes
14 Days Ago
Reduced the temp ragdolling maximum time
14 Days Ago
stop trying to kill ragdoll twice
14 Days Ago
don't show health info on temp horse ragdoll
14 Days Ago
Tiger fire reaction
14 Days Ago
MeshTools: Refresh Pivot after undo/redo
14 Days Ago
Rename to be more inline with other scopes (e.g. Gizmo.Scope) Less verbose flag name
14 Days Ago
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14 Days Ago
Less verbose UndoScope initialization & capture selections by default.
14 Days Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
14 Days Ago
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
14 Days Ago
Damage states
14 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs