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13,459 Commits over 1,522 Days - 0.37cph!

4 Years Ago
Avoid borders too thin
4 Years Ago
greatly optimize cssbox and improve image quality Variable border size Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader Merge branch 'master' of sbox
4 Years Ago
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times Merge branch 'master' of sbox
4 Years Ago
Fix text entry not updating data bind when deleting or backspacing
4 Years Ago
Scale Yoga values so we aren't snapping to pixels
4 Years Ago
Fix PhysicsHullFromRender calculated mass info
4 Years Ago
Fix PhysicsHullFromRender preview
4 Years Ago
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it Fix translatey parsing Delete crosshair panel immediately when destroying hud elements CrosshairCanvas.SetCrosshair public Merge branch 'master' of sbox
4 Years Ago
Asset browser: Support multiple filter by type anywhere in search bar
4 Years Ago
Fix browse textures as files in material editor using multiple jpg ext as filter
4 Years Ago
I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
4 Years Ago
ModelDoc: Fix fbx loader only using the first FbxPose (fixes loading models that have multiple bone roots)
4 Years Ago
Physgun fix
4 Years Ago
Restore net_usesocketsforloopback
4 Years Ago
Fixed ActiveChild not being predicted 😟 Merge branch 'master' of sbox Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay) Bind StudioFrameAdvanceManual Don't try to make clientside entities predictable ShouldPredictAnimGraph always true Player doesn't need to fall AnimFrame Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position Viewmodel anim tweaks EnableClientsideAnimation doesn't seem to be doing anything useful Fix animgraph prediction errors Fix rust shotgun physics size
4 Years Ago
Fix typo of default type on comparing DoNotCastShadows attrib
4 Years Ago
Restore managed predicted data back to last prediction value at the end of PostNetworkDataReceived Add [Predicted] (Variable gets saved and restored with other predicted variables, but isn't actually networked) Fixed ActiveChild prediction errors Merge branch 'master' of sbox
4 Years Ago
Flag the whole object to not cast shadows only if all materials are set to not cast Shader objecrts for Skin shader with SSS for static lights Merge branch 'master' of sbox
4 Years Ago
Codegen - dump a txt file on exception Codegen: don't ReplaceSyntaxTree etc if only doing Source Generators SourceGen: OwnerRpc should test this as well as Owner CodeGen: Hook up rpc_read Hoo up rpc_read_static Added INetIdentifiable NetRead/Write deal with strings nice Fixed viewmodel dissapearing
4 Years Ago
Fixed global RPC codegen namespace Fixed static single Client RPC not being static Spawnlist scrollable GameTask test Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎 Cleaned up network attributes Rpc's use NetRead and NetWrite CodeGen tests Made scoreboard header accessible Merge branch 'master' of sbox
4 Years Ago
Fix assertion on calling IsVisible on updating visibility
4 Years Ago
Fix AO proxies appearing on invisible objects or out of PVS
4 Years Ago
Fix bug where whole object would not cast shadows if one material would be flagged as not castable Merge branch 'master' of sbox
4 Years Ago
Add setters for PhysicsBody Mass and LocalMassCenter. Wheel tool copies mass of attached prop (for now) Give thrusters a massless mode
4 Years Ago
Move glow stuff to Renderingpipeline rather than client Update game console compiled css with what was on dev Cleanup glow More cleanup, HDR buffers Nicer physgun glow color Glow stencil shader Reference on future steps Merge branch 'master' of sbox
4 Years Ago
A few more Rust materials Rust Export: Fix AO export
4 Years Ago
rust vehicles Rust Export - Fix error with multiple colliders
4 Years Ago
rust rocks Rust Export supports detail layer Rust Export cache GetTextureChannelSingleColor Rust Export export MeshCollider Merge branch 'master' of sbox
4 Years Ago
Fixed forced inventory slot switch not being predicted
4 Years Ago
These errors are acceptable, happen after hotload FirstPersonCamera stores its last worked out pos instead of counting on incoming value Some rust/nature converts Rust Exporter handles foliage better Rust Exporter: Straight copy the texture if you can Rust Exporter: textures all in one folder, don't copy over Rust Exporter: Handle multiple materials Merge branch 'master' of sbox rust overgrowth Touching these
4 Years Ago
Allow AnimEntity and PlayerAnimator to reset all params
4 Years Ago
Implement ShiftIntermediateDataForward Prediction fixes
4 Years Ago
UI copy and paste
4 Years Ago
Speed up Assets.LoadAll a little bit
4 Years Ago
Ignore missing entity spawnicon icons IEquatable for TimeSince, TimeUntil Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
4 Years Ago
Don't call RPCs if !Prediction.FirstTime Don't play sounds if !Prediction.FirstTime Don't create particles if !Prediction.FirstTime Don't do surface effects if !Prediction.FirstTime
4 Years Ago
Strip SetPredictionEligible Entities stop being predictable when they lose their local player owner
4 Years Ago
Ignore addons/*/Properties/launchSettings.json Refactoring context Texture.Load can supress missing warnings Added Sandbox.LoopEvents to Sandbox.Game Made a bunch of systems use LoopEvent.Init to init CameraModifier clean on shutdown/init
4 Years Ago
Don't create code if code folder contains no .cs files
4 Years Ago
Revert "Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range" This reverts commit 26f05d1e5a3a8015c835ecd9e65d837729112242.
4 Years Ago
Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range
4 Years Ago
net_fakelag prints back total value to avoid confusion
4 Years Ago
Fix driving prediction errors
4 Years Ago
Texture compile Remove DebugOverlay
4 Years Ago
Add Prediction.FirstTime Run IPlayerControllable's Ticks only in Prediction.FirstTime Create .editorconfig More reliable IsMainThread Local View Angles TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted Added Entity.PredictionStore, Entity.PredictionRestore Added accessors to TimeSince, Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors) Added net_fakelag Removing some unused shit Update predicted vars as soon as we get them Any entity with a predicted owner can be predicted This was bullshit, weapons need to be predicted every tick We don't need to ReadPredictedVars before camera update now Prediction fixes WriteNetworkEntities after player tick Propertly remove net dirty entities clientside Merge branch 'master' of sbox
4 Years Ago
Remove some massive unused compiled textures
4 Years Ago
Remove references to Reflex Sights Remove old SSAO Readd editor visualization shader source Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out Strip out more HLVR code from our renderingpipeline ✂
4 Years Ago
Fix tools shaders
4 Years Ago
Add engine seat module
4 Years Ago
Extract it properly (I think)