250,340 Commits over 3,959 Days - 2.63cph!

3 Years Ago
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3 Years Ago
Start refraction work
3 Years Ago
More WIP snowmobile code
3 Years Ago
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3 Years Ago
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3 Years Ago
Cleaned up old east inland splats
3 Years Ago
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3 Years Ago
WIP converting CarPhysics to be more generic, so snowmobiles can use it too. + some snowmobile code.
3 Years Ago
Road normal/tangent tweaks to mitigate an intersection issue. (temp fix)
3 Years Ago
More sculpts/backup
3 Years Ago
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3 Years Ago
Added support for alt look while spectating (added a new model state flag to track when a player is alt looking)
3 Years Ago
Fixed input rebinding !switch !release
3 Years Ago
- Changed some more GetWorldVelocity calls into GetLoalVelocity, so they'll work if parented. - Moved GetLocalVelocityServer and GetAngularVelocityServer rigidbody-based overrides into BaseVehicle, so we don't have to override with the same method for every new vehicle.
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Rename ModularCarPhysics to CarPhysics
3 Years Ago
Rename EntitySpectateAware -> LocalOrSpectatePlayer Update RPC overloads
3 Years Ago
Support for single Joy-Con in single player !switch !release
3 Years Ago
Merge VehicleUpdates -> Main, let's try this again
3 Years Ago
Sculpt backup
3 Years Ago
Use RG16F for splash
3 Years Ago
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler Code cleanup, make it have our current shader coding style
3 Years Ago
Fix for revertion bullshit in northern terrain data
3 Years Ago
Most remaining east inland cliffing
3 Years Ago
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3 Years Ago
merge from permstore_1
3 Years Ago
Fixed a bug displaying which weapon upgrades are already owned
3 Years Ago
Refactor of weapon upgrades. Almost completely implemented weapon selection + upgrading in the new Station Screen.
3 Years Ago
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3 Years Ago
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3 Years Ago
Updated test-procedures.md
3 Years Ago
Missed an include
3 Years Ago
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods try-catch ModelBreakCommand execution Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data Implemented (and moved to managed) break_create_joint_revolute model break command
3 Years Ago
Connection lanes implementation All SendMessage overloads have optional laneIndex
3 Years Ago
VROverlay: handle key management automatically internally Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
3 Years Ago
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
3 Years Ago
Add icons to the stationscreen
3 Years Ago
Remove NativePointer, simplifying managed object pointers in native Refactored so managed classes in c++ use handles and aren't pointers to classes Clean up InteropSystem Refactored m_pManagedPtr to EntityObject
3 Years Ago
styling for weapon selector
3 Years Ago
Add in the select buttons
3 Years Ago
ModelDoc: Rotate viewmodel camera with model rotation
3 Years Ago
StationScreen buttons
3 Years Ago
merge from human_ai_combat
3 Years Ago
merge from ai_misc
3 Years Ago
Adding in Weapon selector upgrade view
3 Years Ago
Loadout Weapons Station screen styling
3 Years Ago
Added a near clip offset for underwater rendering
3 Years Ago
animals can no longer attack players in modular vehicles
3 Years Ago
Implement loadout weapon main screen display for station dialog
3 Years Ago
Generator comments out SteamInputActionEvent_t.AnalogAction_t types since the type declaration is missing from steam_api.json