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20,867 Commits over 1,522 Days - 0.57cph!

3 Years Ago
New Hairstyle - Bobcut (Small fixes to Trainers) New hairstyle! A few fixes to come to the hair in coming week. Slight changes to the shape and textures of the trainers as well.
3 Years Ago
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
3 Years Ago
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
3 Years Ago
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
3 Years Ago
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
3 Years Ago
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
3 Years Ago
Prevent crashes in DynamicShadowMgr due to light entity respawns
3 Years Ago
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
3 Years Ago
Water entity deletes its water scene object when it is removed Fixes Map.Reset lowering FPS every time a map with water is cleaned up
3 Years Ago
updated prefab, added material vartionns/decals
3 Years Ago
Fix wrong blend mode happening in shader somehow
3 Years Ago
CSS perspective-origin Make SetDebugBits behave as expected
3 Years Ago
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
3 Years Ago
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
3 Years Ago
Whitelist System.WeakReference Whitelist System.ValueType Whitelist System.IConvertible Whitelist System.TypeCode Whitelist System.TimeZoneInfo
3 Years Ago
Add `mix-blend-mode: multiply`, color picker works again
3 Years Ago
Fix missing key binds on asset inspector tool
3 Years Ago
Office chair - moved vmdls to correct folder Merge branch 'master' of sbox
3 Years Ago
New outfit piece! - Dirty Trainers Some new dirty trainers, so more shoe options! Will be adding LODs in my next push asap. Trainers - Quick fix Quick fix to naming of files before initial push to git.
3 Years Ago
Remove redundent footer-space on game edit screen
3 Years Ago
Add remaining css transforms
3 Years Ago
If Steam Input gives us no motion state use Quaternion.Identity instead of an invalid quat Make Input.MotionData.Rotation match our S2 world space
3 Years Ago
Fix NRE on Game Setup screen Restore game setup description editing functionality Can set control mode / single/multiplayer tags on game setup page Add controller/vr information the same way as "Mouse & Keyboard Supported" is Fix exception from Package.UpdateValue
3 Years Ago
Add seamless entry to water, fix splash and ripple height Iterate underwater fog Water cleanup
3 Years Ago
office chair -thumbnail
3 Years Ago
office chair - lods and gibs Merge branch 'master' of sbox
3 Years Ago
Fix UI shader using wrong constants for background image repeats
3 Years Ago
PrimitiveBuilder.Is2D now works as intended and makes a 2D bounding box on the block tool Revert "Quad primitive creates from the bottom of the bbox" This reverts commit 6e1704dfd5a9a62d3bcc4de46a18de1ece416047.
3 Years Ago
PathPlatformEntity moves with velocity matching PlatformEntity behaviour, so the player controller can match it's velocity. https://files.facepunch.com/matt/1b1611b1/sbox_0001.mp4
3 Years Ago
V Neck Shirt LODs Lods now added to V neck!
3 Years Ago
Quad primitive creates from the bottom of the bbox
3 Years Ago
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
3 Years Ago
Fix paths not deserializing correctly (oops)
3 Years Ago
Make Entity.HammerID public and use it for BasePathEntity
3 Years Ago
Citizen: more comments, explanations, and clarifications throughout the animgraph
3 Years Ago
Map.Reset preserves map entities by their hammer ID This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed. Adds Entity.HammerID (internal) Update default filter to remove check for entities parented to the Game entity It was a hack for HudEntity, which is now checked for explicitly Adds Type.IsBasedOnGenericType
3 Years Ago
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
3 Years Ago
And a few more
3 Years Ago
Remove more game ifdefs
3 Years Ago
New Outfit Piece - V neck Tshirt Simple new trendy V neck tshirt, LODs and fixes to skinning to come soon.
3 Years Ago
Remove log left in by mistake
3 Years Ago
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
3 Years Ago
Undo fix for #1655, need to fix this properly
3 Years Ago
Fix LookAtCamera
3 Years Ago
Set controller "Menu" action set if ingame but main menu is open
3 Years Ago
Asset.Load log the actual exception when deserializing errors
3 Years Ago
Fix typo in water bounds code using y instead of x
3 Years Ago
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it Remove instant replays
3 Years Ago
Don't flatten hierarchy when looking for [Event] methods
3 Years Ago
Save out a client side value of m_fEffects, for some reason this networked var is out of date at the time of calling UpdateVisibilityAllEntities. Fixes player model not rendering in firstperson on respawn