248,566 Commits over 3,928 Days - 2.64cph!
Fix edge case when sorting nodes during validation
Handle no primary output signal in IsSignalOutputChainSorted
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Reflect changes to engine.WriteSave
Remove useless arguments in spawnmenu/contextmenu internals
DAdjustableModelPanel "fix" for when main menu is open
Player Model Selector button in spawn menu
Update net.lua
Added missing hlfaceposer.exe icons
Fixed a crash in HLFaceposer.exe when opening file lists
Fixed HLFaceposer.exe crash due to missing phoneme extractors
Add phoneextractor sources
They build fine, don't work unfortunately due to Windows API
Rename "playermodel_selector" to "open_playermodel_selector"
So that one workshop mod doesn't freeze the game
Ship the gfx folder in the correct depot, sigh
Ship the gfx folder in the correct depot, sigh
Rename "playermodel_selector" to "open_playermodel_selector"
So that one workshop mod doesn't freeze the game
Added missing hlfaceposer.exe icons
Fixed a crash in HLFaceposer.exe when opening file lists
Fixed HLFaceposer.exe crash due to missing phoneme extractors
Add phoneextractor sources
They build fine, don't work unfortunately due to Windows API
Actually ship HLFaceposer images
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
This stuff shouldn't be public
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
Replace SetRoot call with MergeToPreserveExisting
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Merge from /indirect_instancing
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
converted f1 grenade to use specgloss
Battering ram scoop damage renderer
Autotile Example/Test Assets. Published Autotiling to sbox.game
Add native CRenderAttributes merge function that preserves existing values
Use that function to merge render attributes in managed
Reduced blurring when using TAA
Added Block of Ice item (orbital that blocks bullets and deals contact damage)
Disable TAA in TwitchDrops render scene to fix black BG in renders
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
Added jungle ruins stone floor textures
Upload symbols with parallel streams instead of a single stream per file (via TransferUtilility))
Update to net8
Update protobuf codegen exe
Battering ram folder cleanup
█▇▉ █▊▊▆▊▅ ▅▄█ ▊▆▋▅▅▋▆▄▆█▉█ █▊█▅▋
▍▄▌▆▅▌▋ ▅▄▋▇▊▍▊ ▄▉▋▄ (▆▊▄▆▇▅▇▄▉█)
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Facepunch.ActionGraphs 1.9 API changes
Facepunch.ActionGraphs 1.9 API changes
Fix possible exception when compiling graphs calling returning methods
Compile a throwing graph if exception thrown during compilation
Implemented new battering ram animations
Changed the damage logic
flash grenade world model
USP darken slide
Explicitly set fields/props to null when deserializing (#1728)