252,147 Commits over 3,959 Days - 2.65cph!

3 Years Ago
SMG Grenade launch
3 Years Ago
Fixed listen servers not joinable
3 Years Ago
New Hair - Eyelashes! We have beautiful new eyelashes!
3 Years Ago
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
3 Years Ago
Fixed several things spawning partially on rails
3 Years Ago
Health Kit entity Health kit model & sound Added hammer categories to weapons Only allow to use Health Charger in range Changed Health Charger sounds FGD updated
3 Years Ago
Change root node to use input connection instead of child id CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid Never add a update node for child nodes that have a valid output id (nodes connected to groups) Cleanup Try to update secondary highlights for group nodes
3 Years Ago
FidelityFX Super Resolution Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native Merge pull request #182 from Facepunch/fsr-working Implement Fidelity FX Super Resolution for resolution scaling
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Compile fix
3 Years Ago
Merge from powerline_ziplines
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
3 Years Ago
Better way of bypassing group nodes when creating update nodes but still not ideal
3 Years Ago
Fixed decals switching back to the default decal after being pooled
3 Years Ago
Don't allow spraying until deploy animation finishes
3 Years Ago
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
3 Years Ago
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager
3 Years Ago
Make sure the child node is resynced last
3 Years Ago
Resync graph nodes for parents when attribute is modified, they may have been refreshed
3 Years Ago
Remove unneeded bools
3 Years Ago
Remove more duplicated powerline scripts
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Reapply spray LODs (subtract 69570)
3 Years Ago
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3 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
3 Years Ago
Basic ReplayVideoRecorder Video recording performance improvements Particle update rate fix for recording Speech bubble update rate fix for recording Camera update rate fix for recording Replay capture audio pass !release
3 Years Ago
Don't use nullable for water properties, set default value instead
3 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects
3 Years Ago
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3 Years Ago
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3 Years Ago
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
3 Years Ago
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too. Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
3 Years Ago
Remade break piece nodes on traffic cone model
3 Years Ago
Recompiled traffic cone and gibs Updated asset tags
3 Years Ago
Refresh references to input/output node ids in group node if they're old Fix crash in graph binding if group output isn't hooked up to anything
3 Years Ago
Delete the old output edges and recreate them with the new node Fix output pins of group input not connecting up to input pins of group output properly Make sure output plug edges are removed and recreated on node refresh Add CAnimNodeBase::GetGraph so we don't always have to go through the context to grab the graph Bypass group nodes when creating update nodes for graph binding Get the correct child id when bypassing group nodes Switch blend anim node to use input/output ids as a test kv3 conversion for CBlendAnimNode Draw node stacks differently with secondary highlight
3 Years Ago
Continue button enters world with last played character
3 Years Ago
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3 Years Ago
Revert "Update .addon" This reverts commit 346e0b1dcf6844638248a6a7a2499107ea0460a5.
3 Years Ago
Create .editorconfig Asset compile Merge branch 'main' of sbox-unicycle-frenzy Update .addon
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Map class variables type themselves from the C# Property Type now and their default value is set too. Clean this shit up using partial classes keep it nice and tight.
3 Years Ago
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3 Years Ago
Citizen: updated unicycle pedaling animation with 8% leg X scaling
3 Years Ago
Fix for mesh decals not being able to used instanced SH when rendered with command buffers.