251,292 Commits over 3,959 Days - 2.64cph!

3 Years Ago
Fixed case where changing equipment while a gesture is playing could lead to a viewmodel not appearing or appearing without attachments
3 Years Ago
Show toast when granted xp
3 Years Ago
Add xp for gold/silver/bronze medals 50xp for first map completion 5xp per 30 mins playtime Show toast when granted xp
3 Years Ago
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
3 Years Ago
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera Enabled arms view on workcart driver seat
3 Years Ago
Fix head mesh appearing incorrectly when looking straight down
3 Years Ago
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3 Years Ago
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
3 Years Ago
Replace obsolete Global.GameName
3 Years Ago
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
3 Years Ago
Added environment volumes to office building, rocket factory and warehouse prefabs Changed their shadowproxies to the world layer to fix cubemap issues
3 Years Ago
New lighting setup for the rocket factory and office buildings Updated office light prefab
3 Years Ago
Cleanup
3 Years Ago
source anim update
3 Years Ago
updates to player keycard anims & override controller
3 Years Ago
Rotate hat in direction ball is moving
3 Years Ago
Updated test hat Merge branch 'master' of sbox-minigolf
3 Years Ago
Cleanup on client when customization changes
3 Years Ago
More coastline progress
3 Years Ago
FPArms: punching right hit 02 anim + minor wrist skinning updates
3 Years Ago
Add test hat to cfg Spawn hats above ball
3 Years Ago
metal fences - git 129 Security light - adjusting emissive map Merge branch 'master' of sbox Merge branch 'master' of sbox
3 Years Ago
Fixed Event.Run with no arguments trying to run event handlers that have arguments Hammer: Different icon for entities with missing classes in Outliner Create entity_tool_icon_missing.png
3 Years Ago
Test hat
3 Years Ago
active pet linking/unlinking changes to allow active pets to be switched without needing to be destroyed.
3 Years Ago
cliff collapses & NE splatting
3 Years Ago
tweak
3 Years Ago
Added basic tessellation support, more foam improvements
3 Years Ago
fists weapon: set attack_has_hit
3 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter Fixed selfillum bleeding on studio light projector Animgraph: Allow zooming while dragging a connection Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string true & false are now valid values for convars Add ability to toggle SDF reflections in the settings menu Rebuild sbox_glass, recompile glass material Use a better cvar name for reflections Add archive flag Add video setting for water ripples GameTask.CompletedTask and GameTask.FromResult<T> Add generic return type to GameTask.FromResult Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4 updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Merge branch 'master' of sbox Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4 Set additive blending feature to be in the correct section, allow features.minimal to be compiled again model/ prefab update for breakable/navblock Initial resolution scaler Cleanup resolution rescaler Recompile passthrough shader Merge pull request #172 from Facepunch/internal-res Preliminary internal resolution scaling new wheely bin files and prefab Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use Rename m_SboxCleanupFilterCallback Remove duplicate code FPArms: added raise/deploy anim for punching, updated right hit 01 Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it Pass selfillum to material helper Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Security light - adjusted col and added new emissive map Pass number of mixed cascades to shader Naive shadow atlas downsampling test Merge branch 'master' of sbox Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Security light - git #176 FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab Removed majority of legacy entities Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Iron fence - col shape tweak Merge branch 'master' of sbox Only update material preview for fast texture tool on activate, see if that fixes crashes Completely remove cs_mdl_import util Remove the other source mdl import code from modeldoc utils Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main) Remove tools/txtedit Remove utils/workshopcfg Remove mdllib ModelDoc: Only begin lasso if cursor is inside scene widget Convert bound computation for model builder to use SIMD tweaking breakable/ prefabs Merge branch 'master' of sbox Update ci.yml Remove all version control code from tools Security light - prefab and mount tweak Merge branch 'master' of sbox Security light - col tweak Security light - prefab CCTV - fix for texture, added cover to hole on mount, adjusted mount pos Wheely bin polish Improved collision accuracy on wheely bin Reduced symmetry 'rorsaching' along seams, less noisy textures Dirt pass inside Reduced textures to correct texel ratio tweak wheely bin collision/prefab Merge pull request #173 from Facepunch/map-cleanup Map cleanup functionality Removed the original respawn_entities console command Convert "Check for map problems" dialog to a dock widget It is also now less crash prone. https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png Map Problems detects missing entity classes Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048 Ensure fast texture tool doesn't render thumbnail above 2048 Remove splitscreen from engine and all the hacky shit that went along with it * Input config now handled in InputService instead of SplitScreenService * Remove split client connects / channels from networksystem * Remove all remaining references to CSplitScreenSlot Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway Delete c++ flashlight code Remove a bunch of vgui HUD stuff Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks Remove more unused convars specific to hl2, cs, etc. Restore host_writeconfig which was hidden away in splitscreen service 🥴 Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName() send playername in connect protobuf, was previously wrapped in a splitscreen message Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary oops Remove old model editor code Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update * Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256. * Glyph style modifiers now work properly with the source files from Steam. * Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack. * Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily. FPArms: punching right miss anim Fix resolution scaling with water refractions & reflections Fix resolution scaling with water refractions & reflections Aircon - fix for git 178 Merge branch 'master' of sbox Long Sleeve Jacket Intergrated Some Character Art! How exciting? Will still need LODs, which will be worked on shortly. Scaleandmirror modifier fix to Long Sleeve Quick fix! Needed a scaleandmirror modifier which I was told now about! Completely remove p4lib and p4api, cya Make rich presence work again so it shows the game title instead of "Game" for every game street lights - git 76 Merge branch 'master' of sbox Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks Completely remove vscript, cya Remove fog of war code Long Sleeve Jacket - LODs implemented We've got LODs now for the Funnel Jacket! street lamp - adjusted origin of light unit Merge branch 'master' of sbox Merge branch 'master' into sceneobject2 Merge fixes
3 Years Ago
FPArms: left punch miss anim
3 Years Ago
River & coast progress
3 Years Ago
Added initial version of map saving and loading for the editor.
3 Years Ago
Only create 3D textures client-side. Added Chunk.HasOnlyAirBlocks. Don't network all block data for chunks that are all air.
3 Years Ago
street lamp - adjusted origin of light unit Merge branch 'master' of sbox
3 Years Ago
Long Sleeve Jacket - LODs implemented We've got LODs now for the Funnel Jacket!
3 Years Ago
Remove fog of war code
3 Years Ago
Pet bar no longer assumes we're actively controlling a pet just because the pet exists.
3 Years Ago
Refactor code for getting/setting pet image so it can be used anywhere.
3 Years Ago
Added 8 customisable trails
3 Years Ago
map marker
3 Years Ago
Completely remove vscript, cya
3 Years Ago
merge from main
3 Years Ago
Added BuildingDark and BuildingVeryDark environment type
3 Years Ago
- Fixed magnet crane arm movement speed being affected by physics delta. - Fixed magnet crane arm movement speed also being affected by dropped physics frames when exceeding maximumDeltaTime (capped to avoid massive moves if the server stalls).
3 Years Ago
Implement RCAS
3 Years Ago
Reordered player animator back to the old gesture order - fixes broken gestures from recent merge.
3 Years Ago
Updated index for LayerPlayerGesturesUpperBody and LayerGestures to the new order. Now using a constant instead of a GetLayerIndex for LayerReactions to match the existing style.
3 Years Ago
Setup presets for resolution scaling instead of a slider
3 Years Ago
Stash & start on inventory view