194,513 Commits over 4,079 Days - 1.99cph!

2 Months Ago
Stop item container logs
2 Months Ago
Player seed updates
2 Months Ago
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Reduced eye textures to 512
2 Months Ago
Player seed updates
2 Months Ago
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Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
2 Months Ago
Removed prefab references from hair sets for now (disabling hair)
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Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
2 Months Ago
Ragdoll NRE fix
2 Months Ago
Bugfix: fix invalid index scrambling logic in tests Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle. Tests: ran all unit tests
2 Months Ago
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
2 Months Ago
Bugfix: avoid trampling results when scattering out physics query results - Also reduced size of temp allocations (they're still there, but it's the slow path anyway) This is not the bug spotted by tests, but it would bite us in the back anyway. Tests: none, as neither the demo nor tests cover this path (NYI)
2 Months Ago
Regenerate manifest to fix error about tiger.population already existing
2 Months Ago
Code gen
2 Months Ago
- Completely deterministic arc generation - Radius variable - Manually set projectile velocity (not the best idea)
2 Months Ago
clean up decal mesh collider
2 Months Ago
Eyelid skinning on more heads
2 Months Ago
Try bezier curves rather than fake physics and a dream
2 Months Ago
remove debug tex saving
2 Months Ago
mesh decal support in working order
2 Months Ago
Eyelid skinning on Male_G
2 Months Ago
Made eyelids children of eye bones
2 Months Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
2 Months Ago
Replace other occurrences of hl2.exe in FactoryReset-GMod.bat Fix 2 recently added map icons not being 128x128 merge missed change for base gamemode (from a Pull Request)
2 Months Ago
Better blink values
2 Months Ago
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
2 Months Ago
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
2 Months Ago
cable gantry fixes, lods, collision and prefabs
2 Months Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
2 Months Ago
Merge community provided changes to JellyFish shader to do with $envmap Merged some more changes from `x86-64` for compile to work
2 Months Ago
Phrases update
2 Months Ago
Fixed construction collisions for al rustige eggs
2 Months Ago
Logic gates Codelock files Scene backup
2 Months Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
2 Months Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
2 Months Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
2 Months Ago
Added point_entity_finder Added mounting support for Klaus Veen's Treason At the request of its developer Added -bouncefromnamed to VRAD VRAD: Added %alphatexture VMT compile parameter Render loading screen when running stringtable callbacks (Community Contribution)
2 Months Ago
color_correction works with fog_volume Brings over Master/Simulate clientside spawnflags Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working Fixed GM:NeedsDepthPass causing NPCs to not render Also fixed it rendering ropes twice. Apparently the engine removes m_pRenderable from NPC entities for some reason? Remove DOFModeHack from pp_bokeh Rollermine becomes TWOPASS when open instead of translucent This makes it render better with SSAO pass (such as bokeh DOF) Fix util.TableToJSON only outputting whole numbers in arrays
2 Months Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
2 Months Ago
Port clientside trigger stuff from CS:GO Will allow trigger_playermovement to work with prediction more or less correctly Prepare networking code for env_wind radius Added env_ambient_light Minor cleanups Minor cleanups