252,023 Commits over 3,959 Days - 2.65cph!

3 Years Ago
Don't show PB award if you don't have a score yet Fixed reading non-speedrun replays Disabled facepunch exception reporter Fixed possible NRE when initializing ghost marker
3 Years Ago
Customize styling
3 Years Ago
Train tracks textures: balance work on albedo, mipmap seaming countermeasures, fixed AO map showing obsolete data Updated procgen railroad mesh: up facing vertex normals on the edges
3 Years Ago
Move away from a cbuffer to a structured buffer
3 Years Ago
Cleanup Working towards making graph suitable for dialogs
3 Years Ago
Fix dodgy tangents on glass sometimes (doors in construct)
3 Years Ago
Send blank info about splashes to GPU if we have no new ripple force to simulate
3 Years Ago
Add two tone fog Fix refraction ray on water New normal sampling method for water, other fixes Finish overwater surface rewrite, optimize normal function even further Readd horizon aliasing reduction to new normal method Only clamp to AABB in RippleCompute if our computing radius is big enough
3 Years Ago
Remove native shatter glass code
3 Years Ago
Remove more references to panorama
3 Years Ago
Remove some more misc old code that isn't added to compile
3 Years Ago
Comment out DebugView on water
3 Years Ago
Remove clientuischeme
3 Years Ago
Remove all hlcore ifdefs
3 Years Ago
Remove econitemtoolmodel
3 Years Ago
Citizen: added two ClothShapeList groups, upper & lower (prefabbed) ... and a quick fix to that upper prefab
3 Years Ago
Remove entitydissolve
3 Years Ago
Remove workshop_controller
3 Years Ago
Remove temporary entities except for decal, projected decal, world decal, just incase
3 Years Ago
Citizen & FPArms source updates
3 Years Ago
Get rid of trains and elevators and shit Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
3 Years Ago
Set all levels unlocked in debug builds Speedrun campaign medal time tweaks Let campaigns and stages be hidden when locked / in debug builds Increment progression
3 Years Ago
Remove all remaining AI code
3 Years Ago
Menu bar, recreate ui on hotload
3 Years Ago
Update after box select destroyed Highlight nodes inside box rect select
3 Years Ago
Disable debugview on water
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox
3 Years Ago
Added way to generate speedrun medal times Fixed places where the wrong leaderboard / medals would be shown
3 Years Ago
Fix DX11 check wrongly checking for DX10 D3D11 device video support is only supported on DX11.1 (w/o WARP), add the proper feature level check
3 Years Ago
Add -dx11novideosupport flag for debug
3 Years Ago
Request a framebuffer copy when we want to use it
3 Years Ago
Fixed cases where the wrong stage is selected when leaving speedrun
3 Years Ago
Rebuild worked - revert retail builds back to incremental
3 Years Ago
Remove s1/s2 bridge download system, stringtables, pure whitelists and related code, convars, protobufs. Remove native vieweffects ( we do them in managed ), remove protobufs/ums left from vgui, train, hintsystem etc. * Remove these native entities: game_text, env_beverage, item_sodacan, func_precipitation, func_precipitation_blocker, env_muzzleflash, env_gunfire, env_screenoverlay, env_fade, env_hudhint * Remove loads of UTIL_ code that was game specific or not needed. Try a /rebuild on everything
3 Years Ago
Force schemacompiler to do a rebuild
3 Years Ago
oops
3 Years Ago
More sbox_gamerules cleanup
3 Years Ago
Cleanup sbox_gamerules
3 Years Ago
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
3 Years Ago
Move frame crop to an attribute, fixup some compile errors
3 Years Ago
Begin stripping some combos from spritecard
3 Years Ago
Remove -dx9, -gl, -vulkan command line options which were just making non-existent rendersystems. Remove DX9/GL rendersystems enums and any related hacks that were using them.
3 Years Ago
Don't try to drag or box select when grabbing a connection
3 Years Ago
Can drag multiple nodes
3 Years Ago
Bump up to the max available size
3 Years Ago
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3 Years Ago
Fix volumetric fog not working
3 Years Ago
Box select for nodes
3 Years Ago
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3 Years Ago
Use new sign post