224,154 Commits over 3,684 Days - 2.54cph!

3 Years Ago
Fixed case where legacy workshop levels wouldn't compile on first run Fixed exception in loading screen when leaving workshop level
3 Years Ago
Fixed CantBeIgnored in ECS bullets Got rid of some per-frame allocations Refactor EcsBulletsInRadiusEnumerable to use ArchetypeChunks Working on a more efficient way to read components from enumerated ents Much more efficient component reading / writing in entity enumeration
3 Years Ago
Improved Nav + Moved resources Improved Nav mesh Moved resources around
3 Years Ago
Laser iteration WIP
3 Years Ago
Create new meshes through mesh ctor instead of a lame static mesh create func
3 Years Ago
Missed clean up of old file Missed clean up of old file
3 Years Ago
Fixed building collision Fixed building collision
3 Years Ago
Updated Buildings Created 2 new buildings which are more compact based on the silo and pub.
3 Years Ago
added crawl to wounded player anim
3 Years Ago
updated blendtree and wounded player anims
3 Years Ago
Ball tweaks. Floor lighting setup remade. Cheaper, less leaky.
3 Years Ago
TTT: fix propspec_allow_named setting not taking effect The propspec_allow_named flag on the ttt_map_settings entity was being overwritten. The default for all maps is still to disable it as maps will expect this at this point, and non-TTT maps that could allow named entity propspec possession are rarely played in practice.
3 Years Ago
Parameters for refactored soundlight
3 Years Ago
Added more debug info to "Invalid HitboxSet on something" warning
3 Years Ago
Added spawnflags and parent fields to FGD autogen
3 Years Ago
Playing around with an Orthographic camera Merge branch 'master' of sbox-rts Remove BuildCamera near/far tests
3 Years Ago
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
3 Years Ago
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
3 Years Ago
Updated Countryside map Cleaned up Nav mesh (still needs some work) Basic art on another building Better shadows Made terrain flat Moved some resources around Reduced the amount of trees in some areas Cleaned up mesh work
3 Years Ago
Fix text wrapping being a pixel off now we're snapping
3 Years Ago
Don't show error's stack trace on devnotice Party placeholder IconPanel has the iconpanel class always applied Allow creating buttons with null text Create Party.cs Local.SteamId works in the menu Callbacks for lobby invites ClosePopups event Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel Text doesn't have to be point filtered now
3 Years Ago
Reduced "fast" speed of Stag
3 Years Ago
fix for GetBestMovePointNear fallback nearest dist calc
3 Years Ago
Add .lnk to .gitignore
3 Years Ago
merge from main
3 Years Ago
No console spam when unmounted materials have bad refcount which prevents them from being cleaned up
3 Years Ago
updated ai prefab
3 Years Ago
balance tweaks ballpit AffectBulletsInRadius bullet queries more AffectBulletsInRadius queries, etc
3 Years Ago
updated blendshapestest
3 Years Ago
Backup
3 Years Ago
Updated blendshapetest model with full set of morphs/debug eye animation Small tweaks to citizen skin textures to account for the face moving
3 Years Ago
Sound light changes: Exposed light intensity ranges (See LightIntensities on prefab) Added a second light slot and added secondary light colours to each colour profile
3 Years Ago
Add sfm to the tools to rebuild after everything else
3 Years Ago
Merge from voiceprops/dlc
3 Years Ago
Removed a bunch of unnecessary components from the static connected speaker (cargo ship) Adjusted dismount positions of cargo ship pa
3 Years Ago
Fixed gibs not spawning properly in demos after repeated loops/scrubbing
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Added crawlingminhealth and crawlingmaxhealth convars
3 Years Ago
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
3 Years Ago
Fixed ducking while crawling affecting the player's view position
3 Years Ago
More eye fixes, crawling looking good from first-person at all angles now
3 Years Ago
Tweaked scaling of microphone stand, should be consistent with guide now
3 Years Ago
Remove debug print
3 Years Ago
Fixed eye position not handling view offsets with a z offset (keep old handling for mountables where we want to cancel the x/z - see #22833)
3 Years Ago
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3 Years Ago
Get the view height right for first-person crawling. Change crawling cam to FirstPersonWithArms. Fix BodyLeanOffset not handling view offsets that aren't y-axis only.
3 Years Ago
Fixed not being able to select inventory slots 7-9 with slot keys Merge pull request #15 from gvarados1/patch-1 Fixed not being able to select inventory slots 7-9 with slot keys
3 Years Ago
Add ModelBuilder.WithSurface to set collision surface property