239,713 Commits over 3,837 Days - 2.60cph!

3 Years Ago
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3 Years Ago
Baked custom LODs for all icebergs because old ones were too low quality Iceberg scene2prefab Deleted some legacy iceberg textures
3 Years Ago
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3 Years Ago
Updated Trainers to fit new Citizen rig Updated Workboots to fit new Citizen rig Updated Hardhat to fit new Citizen rig Remove physics hull from hardhat (causing visibility issues) Updated Wooly hat to fir new Citizen rig Updated Beret to fit the new Citizen rig Updated Security Helmet (with and without strap) to fit new Citizen rig Workboots compile Updated Tophat to fit new Citizen rig Updated Cap to fit new Citizen rig Updated Woolyhatbobble to fit new Citizen rig Updated Leather cap (with and without badge) to fit new Citizen rig Updated Uniform hat to fit new Citizen rig Updated Service hat to fit new Citizen rig Updated femalebun to fit new Citizen rig Updated male hair 02 to fit new Citizen rig
3 Years Ago
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3 Years Ago
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3 Years Ago
Added frost effect
3 Years Ago
Removed BufferedActiveChild stuff Move PlayerAnimator and PlayerController to addons Setting Pawn also sets Owner Renamed OwnerEntity to Owner Add Entity.Input, Entity.Client
3 Years Ago
Added SharpenAndVignette effect
3 Years Ago
Added wiggle effect
3 Years Ago
copy AI design files in the build process.
3 Years Ago
Added Entity.SpawnFlags.Add Reimplemented basic prop_door_rotating in C# Increased "tickrate" for trigger_hurt
3 Years Ago
Added doublevision effect
3 Years Ago
Propagate component references to parent scopes Check for FlagAttribute when setting component data Use an attrib to mark universal components VelocityData now has a corresponding flag
3 Years Ago
Add re-designed header
3 Years Ago
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity Client.Local => Local.Client Delete IPlayerControllable, Add Entity.Simulate( Client cl ) PlayerAnimator, PlayerController works again
3 Years Ago
Added photofilter effect
3 Years Ago
Added greyscale effect
3 Years Ago
merge from animalthink
3 Years Ago
setup/testing out sleep/wake on train tunnels AI
3 Years Ago
Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door
3 Years Ago
Doubled FOV and reduced max cue pitch by half
3 Years Ago
Move enums to own folder, removed unused Vector3 extension, move Game tick to Event
3 Years Ago
Make C# map IO case insensitive, fixes trigger_hurt not being targetable
3 Years Ago
Updating AA and shafts
3 Years Ago
Ensure tick runs when it should do for clients with input, it can run wherever for spectators
3 Years Ago
censorplayerlist now enabled by default
3 Years Ago
god rays final bits
3 Years Ago
Fixed Hammer crashing when pressing CTRL+S without a map open Merge branch 'master' of sbox
3 Years Ago
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3 Years Ago
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
3 Years Ago
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3 Years Ago
Added a visual bounding box of the current dupe to the duplicator tool
3 Years Ago
Remove redundant element count from buffers SetData
3 Years Ago
added ai.spliceupdates convar to toggle splitting animal and human update queues on alternate frames
3 Years Ago
Rename Player.cs to Client.cs
3 Years Ago
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
3 Years Ago
Add FindOrCreateProceduralMesh to IMeshSystem Move mesh stuff out of game glue and into mesh glue Whitelist Span Allow draw desc to draw non indexed if there's no index buffer Remove old voxel shader Add Vector3 indexer Add Entity.RenderDirty to mark rendering dirty Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers Bind render meshes Allow models to be created from meshes or VertexBuffer class
3 Years Ago
merge from ai main
3 Years Ago
Rework next frame button to work better (previous frame is unchanged)
3 Years Ago
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3 Years Ago
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3 Years Ago
Fixed OnPressed event firing at the start of a drag
3 Years Ago
Don't drown while in the sub. Don't get wet while in the sub. Don't run out of oxygen while in the sub.
3 Years Ago
Fixed dragged shots icon staying lingering Fixed drag and drop canvas depth
3 Years Ago
Put a whole copy of Compound underwater on the test map
3 Years Ago
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
3 Years Ago
Added next and previous frame buttons to timeline
3 Years Ago
Minor fix
3 Years Ago
Added confirmation step before deleting shots