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20,250 Commits over 1,522 Days - 0.55cph!

3 Years Ago
Only show managed prediction errors if cl_showerror > 0 Show origin prediction errors from all predicted entities Fix m_fFlags not being networked for all entities
3 Years Ago
Use Right for sidewards movements in StandardPlayerAnimator
3 Years Ago
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox
3 Years Ago
Falling animation
3 Years Ago
Citizen V2 merge onto V1 Citizen V2: animgraph work, AO proxy data More puzzling animgraph shenanigans Removed colour from skin to allow for better tinting Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive Fixed unwelded vert in knee Implemented noclip in/out transition states Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats Working IK on the legs, animgraph updates, fixed look chains, etc. Updated trousers to fit new Citizen rig Updated longsleeve shirt to fit new Citizen rig Updated Tracksuit to fit new Citizen rig Updated Shorts to fit new Citizen rig Updated Labcoat to fit new Citizen rig Updated Jackets (hoodie and tuxedo) to fit new Citizen rig Updated HeavyJacket to fit new Citizen rig Updated Shoes to fit new Citizen rig Merge branch 'citizenv2' of sbox into citizenv2 Fidget idle test Updated Trainers to fit new Citizen rig Updated Workboots to fit new Citizen rig Updated Hardhat to fit new Citizen rig Remove physics hull from hardhat (causing visibility issues) Updated Wooly hat to fir new Citizen rig Updated Beret to fit the new Citizen rig Updated Security Helmet (with and without strap) to fit new Citizen rig Workboots compile Updated Tophat to fit new Citizen rig Updated Cap to fit new Citizen rig Updated Woolyhatbobble to fit new Citizen rig Updated Leather cap (with and without badge) to fit new Citizen rig Updated Uniform hat to fit new Citizen rig Updated Service hat to fit new Citizen rig Updated femalebun to fit new Citizen rig Updated male hair 02 to fit new Citizen rig Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2 Updated N/NE/E/SE/S walks Added tint mask to citizen_skin, removed mouth material More work on the walks reapplied tint mask Jump & land animations + changed bindPose to have root_ik Z=0 Fixed chest bodygroup name Merge branch 'citizenv2'
3 Years Ago
3 Years Ago
Fixed chest bodygroup name
3 Years Ago
Don't use doubles in Vector4
3 Years Ago
Model.Create can optionally create a collision mesh
3 Years Ago
Jump & land animations + changed bindPose to have root_ik Z=0
3 Years Ago
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
3 Years Ago
Better exception messages for vertex and index buffer handles
3 Years Ago
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
3 Years Ago
Fixed ground entity not predicting on Entity Network BaseVelocity properly
3 Years Ago
Add the operators you'd expect on Vector4
3 Years Ago
Whitelist ReadOnlySpan
3 Years Ago
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
3 Years Ago
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
3 Years Ago
updated brick materials/ added blend variation Merge branch 'master' of sbox
3 Years Ago
Fix SkyAtmosphere, refactor base class Merge branch 'master' of sbox
3 Years Ago
reapplied tint mask
3 Years Ago
Added playerstart tint model for editor Added playerstart editor model that is neutral colour for tinting Merge branch 'master' of sbox
3 Years Ago
Fix text rendering artifacts
3 Years Ago
BasePlayer.CreateHull()
3 Years Ago
Update ThirdPersonCamera.cs
3 Years Ago
Keep user input up to date each frame
3 Years Ago
Fix PawnController.UpdateFromController Added FrameSimulate
3 Years Ago
Update ci.yml
3 Years Ago
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
3 Years Ago
Another assert
3 Years Ago
Don't try to create textures on server
3 Years Ago
CamSetup has Viewer, ZNear, ZFar, Aspect
3 Years Ago
Add Entity.EyePos, Entity.EyeRot Controllers,Cameras use EyePos, EyeRot again
3 Years Ago
Trim more unused player stuff Stripping player eyeangles/eyepos stuff No need to add Pawn to Client.Pv - it's added automatically
3 Years Ago
Slash fixes
3 Years Ago
Last try with this shit
3 Years Ago
Update ci.yml
3 Years Ago
Update ci.yml
3 Years Ago
Hammer: Fix align to grid plane not working properly Hammer: Fix "Align to Surface" Alt toggle not actually toggling
3 Years Ago
Whitelist IEquatable and DefaultMemberAttribute
3 Years Ago
More work on the walks
3 Years Ago
Trimming unused Remove unused Remove unused
3 Years Ago
EventSystem supports arguments Fix HasLocalPlayerOwner lying Run buildinput event from Game:BuildInput Restore nametag functionality Deleted BaseCamera, kill works again, fixed ragdollcamera
3 Years Ago
Fixed health not being accessible clientside on non player entities
3 Years Ago
Moved Camera, CameraModifier to Addon Camera switching predicted properly, Camera.Activate/Deactivate called proper Fixed non networked [Predicted] variables thinking there were prediction errors
3 Years Ago
Added tint mask to citizen_skin, removed mouth material
3 Years Ago
If we're receiving predicted entity data, and we're going to create a NetworkClass because of it, and we've previously created this class on this tick via prediction, then use that class so we don't create a new one and introduce a bunch of confusion
3 Years Ago
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
3 Years Ago
Add Model GetAttachmentName and AttachmentCount
3 Years Ago
Label Angles edit box with P,Y,R instead of X,Y,Z