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3,919 Commits over 426 Days - 0.38cph!

10 Months Ago
Remove unsed water stuff Player controller swimming
10 Months Ago
Added PhysicsBody.FindClosestPoint( vec ) Added PhysicsBody.Density Fail gracefully if Assets.Load couldn't deserialize Added BBox.Size, Volume, RandomPointInside Water: splashes are clientside, splash sound, objects denser than water sink, flat objects lay flat on the surface of the water Water sounds Update usermessages.proto
10 Months Ago
Water cleanup
10 Months Ago
Shitty water physics
10 Months Ago
native struct RnCapsule_t is Capsule Bind CollisionProp.SetupPhysicsFrom* Added PhysicsGroup.SetSurface( surface ) Added ModelEntity.SetupPhysicsFrom(Model/AABB/OBB/Capsule) Create sea physics object
10 Months Ago
Cp,[iled editor tool shit Added Physics.GetPointContents Merge branch 'master' of sbox
Sam
10 Months Ago
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
10 Months Ago
testmap with sea
10 Months Ago
Sea model for hammer
10 Months Ago
MeshSystem.CreateWorldModel returns a Model WaterSea sets the mesh as its model instead of creating a new scene object
10 Months Ago
Hammer: Load all addons/config/*.fgd
10 Months Ago
Balloon rope uses new bone attachement stuff Try porting over drone
Sam
10 Months Ago
Fix 2 lobe speculars Add NumEnvMaps to shader part of the constant buffer
Sam
10 Months Ago
Pass number of envmaps to the shader D_VIEWMODEL_PASS combo was accidentally set on VS rather than PS Seamless cubemap blending Add two lobes and cloth support to smooth cubemap transitions Normalize cubemaps to maintain appropriate specular/diffuse balance Merge branch 'master' of sbox
10 Months Ago
Add CMsgQuat Bone following particle offset network properly
10 Months Ago
Particles.SetEntityAttachment PATTACH_BONE, BONEFOLLOW Compile fix Fix balloon rope being predicted out Added Particles.SetEntityBone SetEntityBone has offset Merge branch 'master' of sbox
Sam
10 Months Ago
Add viewmodel combos to shaders that would be used in viewmodel Fix met crashing when loading a material with invalid sshader Move light management stuff to C++
10 Months Ago
Fixed forwarded key bind commands triggering twice
10 Months Ago
Fix
10 Months Ago
Bind DemoEyeQuat Added Sound.SetVolume, SetPitch, SetPosition Replace old EmitSound with new Sound object
10 Months Ago
Sounds via SoundOpGameSystem sound op system support host suppression Rename ParticleSystem to Particles
10 Months Ago
Particle system creation uses hostindex, so can be prediction supressed
10 Months Ago
Don't use source's SuppressHost stuff Client can ignore incoming RPCs if they already predicted it Added Global.IsPlayingDemo Fixed Assets not loading when playing demos Don't suppress when playing demos Added JsonConverter for Material Fixed assets not loading in demos proper Debug output
10 Months Ago
Fix ropes attached to world, destroy rope on balloon destroy
10 Months Ago
Added Transform.RotationToLocal, RotationToWorld
10 Months Ago
Fixed ClientInput.StopProcessing not getting reset
10 Months Ago
Fixed bakeresourcehelper debug output Fixed coreclr debug output NRE fix Bind g_pResourceSystem Material store its ResourceId Entity can be sent via RPC Move Prediction.cs Assembly Library AssemblyWrapper hosts OnRPC Networking can deal with global RPCs CodeGen can handle global RPCs RPCs can send Rotation RPC can read rotation Decal global RPC for placing decals return after remove in AssemblyLibrary GetBoneTransform returns shit serverside now Decals are networked via our RPC
10 Months Ago
Uncomplicated CalculateBakePath Remove unused var reference Ignore *_bakeresourcecache.vpk
10 Months Ago
Rope fix
10 Months Ago
Added missing hammer materials etc
10 Months Ago
Rope particle attempt
10 Months Ago
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
10 Months Ago
Fixed blood decals showing through fog
10 Months Ago
testmap update
10 Months Ago
This shouldn't be here Fix Trashcan01 ao Use SBADDONS for our addons instead of ADDONS, to avoid conflicts Add GAMESRC path (core_src) Fixed cubemaps not building Update testmap
10 Months Ago
Adding surface properties to a bunch of props Adding dark area to testmap Remove unused code Metal impact tweaks Metal impact decal SetModelFromKeyValues on BaseModelEntity for now (need to expose CEntityKeyValues)
10 Months Ago
Allow physics body to get their physics group and entity Fix thruster not attaching correctly to welded objects Physgun adds glow to child objects too
10 Months Ago
Blood impact decal DoBulletImpact predicted
10 Months Ago
Metal surface impact
10 Months Ago
Removed crosshair glow Fixed prop gibs not inheriting velocity properly Added wood.sheet.surface Crate is made out of wood.sheet.surface
10 Months Ago
Fixed ragdoll death velocity
10 Months Ago
Fixed assets not always propertly hotloading Added PostReload to SoundEvent Surface.DoBulletImpact does impact sound Bullet impact sounds
10 Months Ago
Add volume_atten to soundstack Entity EmitSound takes position and volume Stripping a ton of unused anim events Added ModelEntity.OnAnimEventFootstep Added Host.Color Added Footsteps to surface Added Surface.DoFootstep Some citizen footstep anim events Undebug overlay
10 Months Ago
Added Entity.Transform, PhysBody.Transform Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld Vector3 equals uses IsNearlyEqual Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
10 Months Ago
Added float.AlmostEqual Rotation equals uses almostequal Transform.ToLocal( transform child ) & ToWorld Added Transform unit tests Fix unit tests Merge branch 'master' of sbox
Sam
10 Months Ago
Use Core Post_Process.vfx code instead of the one from HLVR
Sam
10 Months Ago
Fix wack fisheye lens appearing
10 Months Ago
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
10 Months Ago
Disable solid collisions on welded prop so things attached with constraints wont collide with it
10 Months Ago
Detect when balloon attachment breaks so rope can stop rendering