191,468 Commits over 3,228 Days - 2.47cph!

4 Months Ago
Citizen: a batch of technical updates - Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model - Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap - Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active - Improved ragdoll settings - Other various misc. fixes
4 Months Ago
Fixed entity think functions not running Added AnimatedEntity.AnimateOnServer Added AnimatedMapEntity as replacement for prop_dynamic Minor cleanups Delete prop_dynamic Added a bunch of new inputs to prop_animated
4 Months Ago
Fix template parsing warnings
4 Months Ago
viewmodel source
4 Months Ago
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4 Months Ago
Fix broken implicit autosizing for non-absolute elementsin prefabs
4 Months Ago
Add buttons to slider you can use to scroll with
4 Months Ago
Style tweaks, improve trailpass scroll when its full Increase horizontal scroll speed
4 Months Ago
New Outfit Piece - Beanie! + Black Jeans and Hoodie New stylish black beanie plus some reskins of the jeans and hoodie. LODs for the beanie to come ASAP. https://files.facepunch.com/daniel/1b1611b1/beanie_present.png
4 Months Ago
Allow creating common depth formats Add RenderTarget
5 Months Ago
Refined the lighthouse and added rust using vertex painting
5 Months Ago
dog animator & anim updates
5 Months Ago
Simple frame-based animations
5 Months Ago
simulation simplification
5 Months Ago
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5 Months Ago
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5 Months Ago
Nuclear silo source backup
5 Months Ago
Large furnace main fire
5 Months Ago
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
5 Months Ago
Nuclear missile silo chute progress Added new textures Added meshes and prefabs Organised the scene
5 Months Ago
progress on grounds
5 Months Ago
Added option to set Volume and Pitch on snd_event_point
5 Months Ago
Fixed sprites showing as a white box for a frame or two on spawn Removed all compiled assets again Updated .gitignore
5 Months Ago
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5 Months Ago
Added keybind for "Replace Objects With Instances" Ctrl+Alt+H sbox-issues/issues/2247
5 Months Ago
deails -> details
5 Months Ago
Added large tileset track
5 Months Ago
attempt to fix flickering tarp on zipline platforms - i suspect it's the same compression issue we had on the locomotive. - set fbx compression to low to check if it's the same issue
5 Months Ago
it forgot the emission and ao texture
5 Months Ago
Caboose Update: - added neon Cashier sign above cage + LODs - combined caboose and cashier neon lods - included texture into the caboose neon and bulb texture set - updated prefab and caboose prefab
5 Months Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too
5 Months Ago
Allow SetRenderTarget to set depth too
5 Months Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
5 Months Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
5 Months Ago
managedrenderpipeline.h doesn't exist anymore
5 Months Ago
Drop -o from the vfxcompile, we optimize by default so this is redundant
5 Months Ago
Strip a bunch of useless stuff from depth_only for now, introduce clip planes to depth_only
5 Months Ago
Fix optimized shaders not actually compiling as optimized
5 Months Ago
Merge Caboose -> Blackjack
5 Months Ago
Merge Main -> Caboose
5 Months Ago
Merge Main -> Blackjack
5 Months Ago
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
5 Months Ago
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
5 Months Ago
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
5 Months Ago
enemy flashing
5 Months Ago
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
5 Months Ago
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
5 Months Ago
Fix broken padding behavior Add a scene to test all layout combos with padding
5 Months Ago
More editor mode improvements