124,957 Commits over 4,171 Days - 1.25cph!

11 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
11 Months Ago
Missed file
11 Months Ago
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11 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
11 Months Ago
Fix networking of gib scale to clients Do not initialize the scaled prop physobj as shadow for client only ents
11 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
11 Months Ago
Added fx effects to all of the battering rams wheels
11 Months Ago
merge from fix_quarry_animator_lod -> main
11 Months Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
11 Months Ago
Updating hold types with new animations
11 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
11 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
11 Months Ago
Merge from fix_quarry_animator_lod -> main
11 Months Ago
S2P quarries
11 Months Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
11 Months Ago
missing TowingJointBreakDebug file
11 Months Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
11 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
11 Months Ago
Show a colour in the Preset select editor
11 Months Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
11 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
11 Months Ago
Merge from main
11 Months Ago
Merge from teleportpos_improvements
11 Months Ago
fixed negative scale on dracula cape worldmodel collider
11 Months Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
11 Months Ago
Merge from main
11 Months Ago
server-only compile fix
11 Months Ago
client-only compile fixes
11 Months Ago
wip io research table
11 Months Ago
Undo changes to m_OverrideSubMaterials
11 Months Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
11 Months Ago
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
11 Months Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
11 Months Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
11 Months Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
11 Months Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
11 Months Ago
viewmodel - ammo state/ choosing correct reload states
11 Months Ago
more towing strength adjustment
11 Months Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
11 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
11 Months Ago
Move the shield to the back while reloading a projectile weapon
11 Months Ago
Can't use the ram without starting the engine
11 Months Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
11 Months Ago
viewmodel renderer setup
11 Months Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
11 Months Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
11 Months Ago
Better catapult colliders, added lootpanel prefab
11 Months Ago
Added worldmodel prefab and icon
11 Months Ago
merge from fix_quarry_animator_lod -> main
11 Months Ago
added 3p shield impact melee and impact ranged anims to player animation.controller