256,449 Commits over 4,018 Days - 2.66cph!

38 Days Ago
Tweaked siege weapon constructables deploy volumes
38 Days Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
38 Days Ago
Merge from main
38 Days Ago
exported tiger prowl low/idle anims
38 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)
38 Days Ago
added new player loadout
38 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
38 Days Ago
merge from med ak skin branch
38 Days Ago
Add counter to blackboard
38 Days Ago
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
38 Days Ago
Merge from train_tunnel_altitude_2
38 Days Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
38 Days Ago
don't let ragdoll test convar try and ragdoll a client entity
38 Days Ago
Updated mounted ballista and ballista name and shortname Manifest
38 Days Ago
merge from primitive/deployable_ballista
38 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.
38 Days Ago
Don't accept "game" command while Application.IsEditor
38 Days Ago
Don't accept "game" command while Application.IsEditor
38 Days Ago
Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero
38 Days Ago
Updated knight armour set icons after texture changes
38 Days Ago
Reduced the temp ragdolling maximum time
38 Days Ago
stop trying to kill ragdoll twice
39 Days Ago
don't show health info on temp horse ragdoll
39 Days Ago
Tiger fire reaction
39 Days Ago
MeshTools: Refresh Pivot after undo/redo
39 Days Ago
Rename to be more inline with other scopes (e.g. Gizmo.Scope) Less verbose flag name
39 Days Ago
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39 Days Ago
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39 Days Ago
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39 Days Ago
Less verbose UndoScope initialization & capture selections by default.
39 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.
39 Days Ago
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
39 Days Ago
Damage states
39 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
39 Days Ago
Fix outline sync running out of memory Default sort packages by updated Add decimal to total players, total sessions Can click on screenshots to view full image Give more detailed times in contest Fix couldn't edit contest time, only date
39 Days Ago
Leaderboard backup, run #17093
39 Days Ago
Disabling D_SKINNING and D_MORPH when D_CS_VERTEX_ANIMATION is enabled would be a mistake because it would break older compiled shaders
39 Days Ago
Backups
39 Days Ago
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
39 Days Ago
Remove this toolvis shit from skinning compute, I don't think it's needed
39 Days Ago
Scene + timeline backups
39 Days Ago
These newer decompress normal functions can be removed, we're not using them yet
39 Days Ago
Remove SV_VertexID from depth_only
39 Days Ago
Update cable.vmat_c
39 Days Ago
use shader_c from master, these somehow got fucked
39 Days Ago
Add octohedral_encoding.fxc Add skinning_cs.shader Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled Store vb size offsets in rendermesh Create GPU buffers for skinned vertex cache and vertex cache offsets Dispatch requested vertex cache updates Animatables requests vertex cache updates Compile shaders Make sure both buffers are destroyed Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache Decode cached vertex normals and tangents Compute morphs, normals and tangents in skinning compute shader Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute Fix incorrect offset to CalculateMorphSubrectData Don't run morph code when using vertex cache Compile shaders Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible Compile shaders Resize vertex cache buffer when out of space Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed) Compile shaders Fix decompressing normals in skinning compute shader Add back vertex cache request batching now we know everything works
39 Days Ago
Merge from primitive
39 Days Ago
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up) Reduced minimum time the shield has to be raised to 0.5s
39 Days Ago
merge from primitive -> aux2