248,575 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Added a facing direction override mode and added entity target support to BaseNavigator.
4 Years Ago
network++ save++
4 Years Ago
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4 Years Ago
Disable debug Update BaseWeapon description, telling people they don't have to use it Fix prediction errors showing when cl_showerror is 0
4 Years Ago
CameraModifier works again Rename HasLocalPlayerOwner to IsLocalPawn Rename Entity.Client to Entity.GetClientOwner() Added To class for RPC and ConCommand sends https://files.facepunch.com/garry/0d8c7cc3-96de-4e79-9410-69abedca6741.png
4 Years Ago
Default RootPanel scale by screen height rather than screen width
4 Years Ago
Add Local.Hud (RootPanel) Rename Hud to HudEntity<T> (T = RootPanel)
4 Years Ago
Remove ICarriable
4 Years Ago
Merge from io_colour
4 Years Ago
Viewmodel Fov setup
4 Years Ago
Hammer: Add editortext helper
4 Years Ago
If the currently playing shot is being renamed, exit it before renaming
4 Years Ago
Improved dragging behaviour when dragging around shots, locks the whole shot to the cursor rather than an icon
4 Years Ago
Added Entity.PostCameraSetup( ref CameraSetup setup )
4 Years Ago
Mount pos edit. Solo sub now fully set up and driveable.
4 Years Ago
Fixed Use not working
4 Years Ago
Merge fixes Bind F2 to devcam by default
4 Years Ago
Buoyancy, mount anchor
4 Years Ago
Citizen V2 merge onto V1 Citizen V2: animgraph work, AO proxy data More puzzling animgraph shenanigans Removed colour from skin to allow for better tinting Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive Fixed unwelded vert in knee Implemented noclip in/out transition states Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats Working IK on the legs, animgraph updates, fixed look chains, etc. Updated trousers to fit new Citizen rig Updated longsleeve shirt to fit new Citizen rig Updated Tracksuit to fit new Citizen rig Updated Shorts to fit new Citizen rig Updated Labcoat to fit new Citizen rig Updated Jackets (hoodie and tuxedo) to fit new Citizen rig Updated HeavyJacket to fit new Citizen rig Updated Shoes to fit new Citizen rig Merge branch 'citizenv2' of sbox into citizenv2 Fidget idle test 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 Remove redundant element count from buffers SetData Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor" Fixed Hammer crashing when pressing CTRL+S without a map open Merge branch 'master' of sbox Updated Trainers to fit new Citizen rig Make C# map IO case insensitive, fixes trigger_hurt not being targetable Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door 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 Added Entity.SpawnFlags.Add Reimplemented basic prop_door_rotating in C# Increased "tickrate" for trigger_hurt 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 updated brick texture, added variation Refined AO capsules + individual finger ones Merge branch 'citizenv2' of sbox into citizenv2 Fixed func_shatterglass materials. Remade materials needed for func_shatterglass. Merge branch 'master' of sbox Updated N/NE/E/SE/S walks Fix "Animgraph flashing upon opening second file, epilepsy triggering #153" Add environment light entity so it can be changed from managed Label Angles edit box with P,Y,R instead of X,Y,Z Add Model GetAttachmentName and AttachmentCount Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52" Added tint mask to citizen_skin, removed mouth material More work on the walks Whitelist IEquatable and DefaultMemberAttribute Hammer: Fix align to grid plane not working properly Hammer: Fix "Align to Surface" Alt toggle not actually toggling Update ci.yml Update ci.yml Last try with this shit Slash fixes Don't try to create textures on server Another assert Update ci.yml Fix text rendering artifacts Added playerstart tint model for editor Added playerstart editor model that is neutral colour for tinting Merge branch 'master' of sbox reapplied tint mask Fix SkyAtmosphere, refactor base class Merge branch 'master' of sbox updated brick materials/ added blend variation Merge branch 'master' of sbox Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation. Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not Whitelist ReadOnlySpan Add the operators you'd expect on Vector4 Don't require baked lighting if the user builds with no lightmaps, removes annoying warning. Better exception messages for vertex and index buffer handles Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning) Jump & land animations + changed bindPose to have root_ik Z=0 Model.Create can optionally create a collision mesh Don't use doubles in Vector4 Fixed chest bodygroup name Merge branch 'citizenv2' Falling animation Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects) Merge branch 'master' of sbox Use Right for sidewards movements in StandardPlayerAnimator Fixed crouchwalk sidewards axis being reversed Set b_noclip in StandardPlayerAnimator AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs Merge branch 'master' of sbox Add common funcs to all joint builders Add motor funcs for SphericalJointBuilder Add IsValid and Remove funcs on all joints Fixed hand IK chains Applying temp solution for better arms aiming Disable joints motor mode by default Fix VertexBufferHandle.SetData Allow meshes to be created with different prim types Merge branch 'master' into player-client
4 Years Ago
Buoyancy edit on solo sub
4 Years Ago
Hide some more unused inspector vars from BaseVehicle classes
4 Years Ago
Various solo sub setup.
4 Years Ago
Typo fix
4 Years Ago
Added debugging.debugcamera_cycleBone bindable button (was hardcoded to tab)
4 Years Ago
Unsaved
4 Years Ago
Pre record UI styling
4 Years Ago
More collider work for both subs. Collision meshes for the propeller housing on both subs. Note that the solo sub interior is solid even in detailed collision mode - if we eventually let people shoot through the windows, the top turret will need to be modified to be hollow.
4 Years Ago
North of dome
4 Years Ago
Playback timeline styling changes Show overlay on timeline while recording a shot
4 Years Ago
Added support for renaming shots
4 Years Ago
Triangulate some faces
4 Years Ago
Merge from main
4 Years Ago
Made a collider model for the top section
4 Years Ago
Fixed crash on trench stage on Switch Only load hints after script cache is loaded Fixed ECS OnLifetimeFinished callback not being called in some cases Fixed ECS bullets spawned by a pattern not having the right velocity
4 Years Ago
Merge from grenade_tip
4 Years Ago
Server compile fix
4 Years Ago
Started work on scriptable bullet jobs Baking refactor to allow passing HotloadedData instances directly Non-ECS BulletQuery support Updated generated keyframe animated components Finished off BulletQuery job system
4 Years Ago
Desert region around new Dome
4 Years Ago
Made a collision mesh for the solo sub main body detailed collider
4 Years Ago
Make BuoyancyPoint gizmo translucent
4 Years Ago
Added a Fade toggle button to AI designer
4 Years Ago
Merge Main->Submarine
4 Years Ago
TakeCover movement fix
4 Years Ago
Allow meshes to be created with different prim types
4 Years Ago
Fix VertexBufferHandle.SetData
4 Years Ago
Disable joints motor mode by default
4 Years Ago
Rename BasePlayer.cs to Player.cs Put PawnControllers in folder Delete IPlayerControllable.cs Cleaning
4 Years Ago
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4 Years Ago
Fixed motion vectors not available when needed, s+v overlay script hooked up, clean up.
4 Years Ago
Applying temp solution for better arms aiming