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13,482 Commits over 1,522 Days - 0.37cph!

3 Years Ago
Park bin - lod0
3 Years Ago
Jeans and Jacket shader adjustments and LODs Jeans now have LODs, a slight adjustment to both the Jeans and the Jacket's shaders and textures.
3 Years Ago
Remove individual switches for video settings and group under shader quality
3 Years Ago
Citizen: added neck_clothing bone Through constraints, this bone effectively removes 65% of the "twist" of the neck, while keeping the tilt and the roll intact. This helps make clothing items look and deform better around the neck. Merge branch 'master' of sbox Update citizen.vmdl_c
3 Years Ago
Delete rubat_test.vpk
3 Years Ago
Citizen: neck_clothing bone experiment
3 Years Ago
Fixed ClientOnly entities not spawning in properly from maps Moved EntityManager.DefaultCleanupFilter to Game.DefaultCleanupFilter So it's open source and easy to modify CleanupFilter gets real classnames when deleting entities Removed Library name override for ClientEntity EntityManager.CleanUpMap works clientside too
3 Years Ago
Jeans - quick fix Quick fix, now appropriately replaces the other trouser models when selected.
3 Years Ago
FPArms: punching right hit 03 anim
3 Years Ago
Added Jeans asset - ready to wear! Jeans! We have updated jeans! LODs coming soon, and more pieces to complete the overall outfit...
3 Years Ago
Satellite dish - added gibs and a prefab git #179 Merge branch 'master' of sbox
3 Years Ago
FPArms: punching miss 02s and left hit 02 Merge branch 'master' of sbox
3 Years Ago
Don't add EF_NOSHADOW in CBaseEntity::SpawnShared
3 Years Ago
Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients
3 Years Ago
FPArms: punching right hit 02 anim + minor wrist skinning updates
3 Years Ago
metal fences - git 129 Security light - adjusting emissive map Merge branch 'master' of sbox Merge branch 'master' of sbox
3 Years Ago
Fixed Event.Run with no arguments trying to run event handlers that have arguments Hammer: Different icon for entities with missing classes in Outliner Create entity_tool_icon_missing.png
3 Years Ago
FPArms: left punch miss anim
3 Years Ago
street lamp - adjusted origin of light unit Merge branch 'master' of sbox
3 Years Ago
Long Sleeve Jacket - LODs implemented We've got LODs now for the Funnel Jacket!
3 Years Ago
Remove fog of war code
3 Years Ago
Completely remove vscript, cya
3 Years Ago
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
3 Years Ago
street lights - git 76 Merge branch 'master' of sbox
3 Years Ago
Make rich presence work again so it shows the game title instead of "Game" for every game
3 Years Ago
Completely remove p4lib and p4api, cya
3 Years Ago
Scaleandmirror modifier fix to Long Sleeve Quick fix! Needed a scaleandmirror modifier which I was told now about!
3 Years Ago
Long Sleeve Jacket Intergrated Some Character Art! How exciting? Will still need LODs, which will be worked on shortly.
3 Years Ago
Aircon - fix for git 178 Merge branch 'master' of sbox
3 Years Ago
Fix resolution scaling with water refractions & reflections Fix resolution scaling with water refractions & reflections
3 Years Ago
FPArms: punching right miss anim
3 Years Ago
Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update * Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256. * Glyph style modifiers now work properly with the source files from Steam. * Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack. * Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily.
3 Years Ago
Remove old model editor code
3 Years Ago
oops
3 Years Ago
Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary
3 Years Ago
send playername in connect protobuf, was previously wrapped in a splitscreen message
3 Years Ago
Remove splitscreen from engine and all the hacky shit that went along with it * Input config now handled in InputService instead of SplitScreenService * Remove split client connects / channels from networksystem * Remove all remaining references to CSplitScreenSlot Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway Delete c++ flashlight code Remove a bunch of vgui HUD stuff Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks Remove more unused convars specific to hl2, cs, etc. Restore host_writeconfig which was hidden away in splitscreen service 🥴 Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
3 Years Ago
Ensure fast texture tool doesn't render thumbnail above 2048
3 Years Ago
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework
3 Years Ago
Map Problems detects missing entity classes
3 Years Ago
Convert "Check for map problems" dialog to a dock widget It is also now less crash prone. https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
3 Years Ago
Removed the original respawn_entities console command
3 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter Rename m_SboxCleanupFilterCallback Remove duplicate code Merge pull request #173 from Facepunch/map-cleanup Map cleanup functionality
3 Years Ago
tweak wheely bin collision/prefab
3 Years Ago
Wheely bin polish Improved collision accuracy on wheely bin Reduced symmetry 'rorsaching' along seams, less noisy textures Dirt pass inside Reduced textures to correct texel ratio
3 Years Ago
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
3 Years Ago
Security light - prefab
3 Years Ago
Security light - prefab and mount tweak Merge branch 'master' of sbox Security light - col tweak
3 Years Ago
Remove all version control code from tools