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20,882 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Looks cleaner like this
3 Years Ago
Forgot this one too
3 Years Ago
FPArms: HoldAdjustment layer params + PosXYZ for RH hold FPArms: changed PosX range to ±10 instead of ±5
3 Years Ago
Extra fixes for pix
3 Years Ago
Fix pix labelling
3 Years Ago
Unfuck the collision groups and interacts for glass shards so player can pass through broken panels
3 Years Ago
rust_crossbow.shoot
3 Years Ago
Do a plane trace to glass plane when taking explosion damage, fixes glass not shattering from explosions in dm98
3 Years Ago
Added Env_Shake
3 Years Ago
Fixed nvidia bug with RgbToHsv fixes weird purple near the red light due to saturation on crossfire on nvidia cards
3 Years Ago
Citizen/animgraph: added Idle SM to melee punch Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
3 Years Ago
Always transmit child entities to owner Fix exception when iterating asset locations
3 Years Ago
Fix missing summary tag close on ScenePortal
3 Years Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4
3 Years Ago
Citizen: separated some animation groups into their own prefabs
3 Years Ago
default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care
3 Years Ago
Remove device_dsound and device_xaudio2 Set SDL_AUDIODRIVER to directsound for pre windows 10 (dota does this so we probably should too)
3 Years Ago
Update SDL2 to v2.0.20 - Fixes dodgy audio with some sounds
3 Years Ago
updating materials, tweak scaffolding texture Merge branch 'master' of sbox
3 Years Ago
Expire entity task in delete
3 Years Ago
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding (Powersliding is north-only for now.)
3 Years Ago
road signs - complete speed limits for round sign Merge branch 'master' of sbox
3 Years Ago
Map Problems tab also checks path and path node entities Removed duplicate break command tool code
3 Years Ago
Add MetaData for classes, turn it into native KV3 Add PropertyTypeOverride for MapVariable for some shit we really just can't derive from a C# Type [Hammer.CanBeClientsideOnly] adds its variable
3 Years Ago
Add icon for state machine, show node icons in context menu
3 Years Ago
Convert CAddAnimNode to use output ids
3 Years Ago
Cleanup Fix output nodes sometimes not secondary highlighting
3 Years Ago
Sort out the C++ side of fgdlib so we know wtf is going on, organize our C# interop nicer because of it. * Split fgd file parsing away so we have more ownership of GameData and it's way less confusing. * Classes, variables, globals are named properly e.g pGD -> g_pGameData (it got very confusing when pGD is a parameter name everywhere too) * Document what GameData is & how we use it in s&box. * Sort out code stink, unnecessary long compile times and remove some headers that haven't been used in the past couple of decades. Add "point" and "solid" tags to applicable managed gamedata classes, Hammer likes to use these over the type for some things Don't mix AssemblyLoadContexts, I've one this part all pretty wank need to revisit this bit later. Implement Inputs and Outputs, the parameter types make more sense now and entity parameters should work now too. Remove map entity related stuff we've already ported to our tools from FGDWriter
3 Years Ago
Don't award kills for killing yourself Right click particle create option Merge branch 'master' of sbox
3 Years Ago
New Clothing Piece! - Office Skirt Office Skirt added, adjustment to colour of plastic slippers. LODs and further adjustments to Office Skirt's skinning soon.
3 Years Ago
Fix exception when generating thumbnails Added RealTime.GlobalNow - like Now but should be in sync globally (and is a double) RealTimeSince uses GlobalNow - so should stay in sync between server and clients Merge branch 'master' of sbox
3 Years Ago
road signs - updated retro map and normals and added extra sign designs Merge branch 'master' of sbox
3 Years Ago
Refactor water, allow for moveable surfaces Add ripples simulation forces for moveable water https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
3 Years Ago
Fix more build errors
3 Years Ago
Fix build errors
3 Years Ago
Allow base scoreboards to decide whether they should be open or not
3 Years Ago
Fixed FuncPhysbox health being reset to 0
3 Years Ago
Road signs - road sign parts, skins, and prefab Merge branch 'master' of sbox
3 Years Ago
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea Fix reflection vector on simple reflections
3 Years Ago
Fix underwater caustics Pass Time.Delta to shader parameters Fix water collisions being wonky Minor tweaks on water Add surface roughness slider to water
3 Years Ago
Handle secondary highlighting of nodes that don't have a node instance (groups)
3 Years Ago
Fix aim matrix crash
3 Years Ago
Get output node will skip other output nodes until it finds a legit node, allows chaining of groups Reset the output id when removing connection
3 Years Ago
Fixed some broken core materials Cleaned up asset tags to stop console spam on launch
3 Years Ago
Fixed outro animations not always playing
3 Years Ago
Store current server steamid in richpresence so friends can join
3 Years Ago
Remove opt disable, seems newer vs version fixed this
3 Years Ago
Create socket for client steamid too, when listen server Don't throw error when joining game via lobby
3 Years Ago
Don't SpewAllClients when rejecting because server is full
3 Years Ago
Fix warnings in WaterSceneObject Give warning if calling SetModel/Model in entity constructor