248,600 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Fixed broken specular on dead pines at low shader level
4 Years Ago
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4 Years Ago
merge
4 Years Ago
force update? Merge branch 'main' of sbox-pool into main
4 Years Ago
server build fix
4 Years Ago
Fixed absolute paths
4 Years Ago
Use correct orientations for the pool cue
4 Years Ago
cue tip at 0,0,0
4 Years Ago
adding cue +x orientation
4 Years Ago
WIP pool table stuff
4 Years Ago
4 Years Ago
mergedcamera zoomindelay = null Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity fix trap bg bullet begin affected
4 Years Ago
Lets make the grass material use the blend shader
4 Years Ago
Gibs and collision prefab update
4 Years Ago
Moving some shaders to dev shaders, removing others that we certainly won't use Update all_shaders.txt Blend shader compiled Mark our UI shaders as dev
4 Years Ago
Fixed Global.IsListenServer not being truly accurate before full signon Disable no property debug warning Print file download mbps in console
4 Years Ago
Fixed scrappile LOD1 missing backfaces
4 Years Ago
Staggered LOD distances on the gas station buildings to avoid pop Gas station S2P
4 Years Ago
merge from main
4 Years Ago
Whitelist System.Private.CoreLib/System.ValueTuple
4 Years Ago
merge
4 Years Ago
updated pool table element model/texture/materials/prebab Merge branch 'main' of sbox-pool into main
4 Years Ago
Fixed not being able to change the colour of a line more than once in a session Need to look away from an IO entity to open context menu
4 Years Ago
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
4 Years Ago
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
4 Years Ago
Updated the default arc generation for tree markers. Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree). Added some editor buttons for assigning default arcs and updating marker data (also supports multi select). Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled. Regenerated tree marker data for all trees.
4 Years Ago
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
4 Years Ago
Fixed sewer roadsign types
4 Years Ago
Fix negative roadsign scaling in sewer
4 Years Ago
Glow correction for intro background
4 Years Ago
Resized textures
4 Years Ago
Solar panel update Reworked solar panel slightly. reworked solar panel cells texture. updated prefab and material.
4 Years Ago
4 Years Ago
missed file
4 Years Ago
Fixed absolute path on pool_ball_15
4 Years Ago
A couple of fixes and moved the positioning of the cue server-side for now until some prediction issues are resolved
4 Years Ago
South terrain
4 Years Ago
Background merging fixes Updated noise01_256.png to a tiling one
4 Years Ago
Added the shot power line and dotted power circle effect using RenderEntity
4 Years Ago
cherrypick the vehicle camera eyeangle fix
4 Years Ago
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4 Years Ago
think/navthink convars
4 Years Ago
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4 Years Ago
Citizen V2: noclip idle animation
4 Years Ago
adding proper ball model to fix weird render issue/ tweak balls textures Merge branch 'main' of sbox-pool into main update materials
4 Years Ago
A few surface property tweaks Reduce maximum force of the white ball by shot power and use 10 physics substeps to prevent balls moving through eachother
4 Years Ago
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4 Years Ago
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4 Years Ago
Hide/Remove Render.Color Create physicsgamesystem.def Add Global.PhysicsTimscale, Global.PhysicsSubSteps
4 Years Ago
Rebaked LODs on rock_formation_medium_b / original mesh was too off Slightly tweaked some LOD4s