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13,458 Commits over 1,522 Days - 0.37cph!

4 Years Ago
Clientside ragdolls float in water Merge branch 'master' of sbox
4 Years Ago
Cleanup and add option to fade to global cubemap if out of bounds Fix seamless cube bounds
4 Years Ago
Remove unsed water stuff Player controller swimming
4 Years 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
4 Years Ago
Water cleanup
4 Years Ago
Shitty water physics
4 Years 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
4 Years Ago
Cp,[iled editor tool shit Added Physics.GetPointContents Merge branch 'master' of sbox
4 Years Ago
Disable screen aligned triangles for now and make water wave happen at the center rather than pointing up
4 Years Ago
testmap with sea
4 Years Ago
Sea model for hammer
4 Years Ago
MeshSystem.CreateWorldModel returns a Model WaterSea sets the mesh as its model instead of creating a new scene object
4 Years Ago
Hammer: Load all addons/config/*.fgd
4 Years Ago
Balloon rope uses new bone attachement stuff Try porting over drone
4 Years Ago
Fix 2 lobe speculars Add NumEnvMaps to shader part of the constant buffer
4 Years 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
4 Years Ago
Add CMsgQuat Bone following particle offset network properly
4 Years 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
4 Years 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++
4 Years Ago
Fixed forwarded key bind commands triggering twice
4 Years Ago
Fix
4 Years Ago
Bind DemoEyeQuat Added Sound.SetVolume, SetPitch, SetPosition Replace old EmitSound with new Sound object
4 Years Ago
Sounds via SoundOpGameSystem sound op system support host suppression Rename ParticleSystem to Particles
4 Years Ago
Particle system creation uses hostindex, so can be prediction supressed
4 Years 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
4 Years Ago
Fix ropes attached to world, destroy rope on balloon destroy
4 Years Ago
Added Transform.RotationToLocal, RotationToWorld
4 Years Ago
Fixed ClientInput.StopProcessing not getting reset
4 Years 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
4 Years Ago
Uncomplicated CalculateBakePath Remove unused var reference Ignore *_bakeresourcecache.vpk
4 Years Ago
Rope fix
4 Years Ago
Added missing hammer materials etc
4 Years Ago
Rope particle attempt
4 Years Ago
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
4 Years Ago
Fixed blood decals showing through fog
4 Years Ago
testmap update
4 Years 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
4 Years 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)
4 Years 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
4 Years Ago
Blood impact decal DoBulletImpact predicted
4 Years Ago
Metal surface impact
4 Years Ago
Removed crosshair glow Fixed prop gibs not inheriting velocity properly Added wood.sheet.surface Crate is made out of wood.sheet.surface
4 Years Ago
Fixed ragdoll death velocity
4 Years Ago
Fixed assets not always propertly hotloading Added PostReload to SoundEvent Surface.DoBulletImpact does impact sound Bullet impact sounds
4 Years 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
4 Years 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)
4 Years 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
4 Years Ago
Use Core Post_Process.vfx code instead of the one from HLVR
4 Years Ago
Fix wack fisheye lens appearing
4 Years Ago
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly