136,721 Commits over 4,324 Days - 1.32cph!

3 Years Ago
Use the version of tugboat_dirt_leaks from Tugboat branch
3 Years Ago
Merge Tugboat -> Aux2
3 Years Ago
Merge Main -> Aux2
3 Years Ago
Deploy to x86-64 beta
3 Years Ago
One more tweak to controls LOD0 mesh
3 Years Ago
Finished tugboat and controls LOD0 Tugboat texture tweaks New specular map for glass
3 Years Ago
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3 Years Ago
Do not try to sign local builds on windows Merge pull requests * Added flags of the world to DIconBrowser (Community Contribution) * Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution) Added render.RenderFlashlights This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly. Added some Position particle initializers from CS:GO * Position Along Ring * Position Along Epitrochoid * Position Modify Place On Ground * Position From Chaotic Attractor More particle operators & changes New initializers: * Scalar Random * Vector Random * Vector Component Random * Set Hitbox to Closest Hitbox * Set Hitbox Position on Model * Velocity Set from Control Point "hitbox" and "hitbox set" parameters added to: * Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale` * Movement Lock to Bone (operator) * Cull relative to model (operator) Added more particle operators * Remap Particle Count to Scalar init * Remap Direction to CP to Vector op Fix DME Model picker not really working Build dmxconvert Fixed missing material warning in particle editor Added a few more particle attributes * screen space effect * normal * Visibility input dot * Visibility input distance Added "ender models" particle renderer unfuck C_EnvProjectedTexture header Fix some NPCs that create entities crashing when at the entity limit Sandbox tool & constraint library improvements when at entity limit Added filter_activator_context and filter_activator_model Added new inputs/outputs to func_tracktrain New inputs: * SetMaxSpeed * MoveToPathNode * TeleportToPathNode * LockOrientation * UnlockOrientation Outputs: * OnArrivedAtDestinationNode Added 6 new inputs to all entities * SetLocalOrigin * SetLocalAngles * DisableDraw * EnableDraw * DisableReceivingFlashlight * EnableReceivingFlashlight Also * Disable flashlight keyvalue * EF_NOFLASHLIGHT Lua enum Add input/output description to Entity Properties window https://files.facepunch.com/rubat/1b2011b1/4KdxnzGL4u.png ScreenSpace particles adjustments Set 'connect' Rich Presence string when joining a server Hackaround for static prop support for util.DecalEx Probably fixed a (linux only?) srcds crash with debugoverlay library Added prop_sphere to FGD and added 'radius' keyvalue removeid checks first argument for entire SteamID too Added Weapon.Set/GetDeploySpeed to all weapons
3 Years Ago
Trying to profile an error that turned out to be corrupted asset bundles
3 Years Ago
Merge from water5_final
3 Years Ago
Fixed SocketMod_InWater (was broken inside pools) Fixed fishing rod (was broken almost everywhere)
3 Years Ago
Fixed various rendering issues with the torch on & off state. Disabled the viewmodel flare for now because of compatibility issues, and tweaked the glass to get more traditional flaring to compensate.
3 Years Ago
Cherry picked 83701, 83708, 83709 => Standard override update, Decal Layer Masking
3 Years Ago
Cherry picked 83708, 83709 => Decal Layer Masking
3 Years Ago
Calibrated the brightness to match the vanilla torch
3 Years Ago
Fixed DecalLayerMask interacting with SSS materials
3 Years Ago
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▋▊▌▋▄▊▅▌▇▍▉▄▍▅▍▉ ▇▉▍▍▄▊▆▅▊▊▇▇▊▌▉▉▊▉▌▆ ▅▋▋▌▍█▍▅▆▌▄▉▍▇▍▍▍ ▍▄▅▇▊▄▇▆▋▅██▄█▇▇▊█▊▋▄▄▊▋▄▍▌▊ ▌█▇▍▉▉▊▉▊▍█▊▇▊▅▆█▋▅█▊▅▆▍▆▅▍▍▇▇▆▋ ▆ ▋█▇ ▌▉▌▉▋▌ ▊▋ ▍▍▇ █▌█▇▇▋█▍▊▆▇ ▊█▊▊▅▇▊▋█▊▆▌▇▍▌▊ ▊▌██▄▇▋█▅▍▄▌▍▋▋▋ ▅█▌█▌▅▊▇▄▅█▋▆ ▍▄▇▉▄▋▄▆▋▇▇▊ ▅▉▅▆▋▋▊▌▉▋▌▅█▋█▆▄▇▌▍▄▆▅▍▊▇▌▍ ▋█▇▅█▌▋▊▉▅▇▇▋▍▋▆▅▆▄▆▆▌▅▇▉█▉▌▇▅▊█▌ ▊▄▄▇▋▊▊ ▄▌▋▍▄█▅▅▉▍ ▌▇▆▊▊▍▇▄▉▄ ▆▍▆▇▉▌▉▅▌▊▌▇▊█▆ █▅▅ ▆▄▇█▆█▇▆ ▅▆▍▅▊▇▆▉▇▄▊▇ █▅▍▄▆▌▅▉▋▌▇ ▆▌ ▆▌█▋▋▊ ▋▄▆▋▆▅▊▄█▅ ▄▄▆▋▋▊▄▅▇▅▇▇▌█▆▍▋▇█▉▋▌▉█▍▇▆█▋▌▊▌▊▇▊▋▅▉▄▉▋▇█▊▆█▅▋█▆█▆▉▍▇▆▉▋▌▇█▊██▉▉▋█▌▉▋▅▆▌▋█▇ ▍▅█▆█▍██▇ ▆▊▄█▆▇▋▊▅▅▍▄▅▋▋ ▋▍▍█▆▍▋▆▍ ▌▉▊▇ ▅▄▊▍▍▅▆▄ ██▆██▊ ▊▉█▇ ▋▇▋██▍▍ ▆ ▇▉▇▄▉▊▊▇▉▅█▍▄▄▉▊▆ ▉▊▄ ▌▇▄▊██ ▋▇▉▊ ▉▋▄▊▋▊▋ ▇▌▊ ▋▄▄▉▄▉▇▋▋▅▆▍▇▍█▍▉▋▉▄▌ ▇▋▌▊▋ ▌ ▇▆▌▍▍▊ ▄▆▋▇█▉ ▍▅▄▉█ █▉▇▅▆ ▋▅▍▌ ▋▋█▇▆▍▇▋▍▉▍▆ ▆▇▆▊▊▊▄▅▊▍▌▋▇ ▇▄▇▊▅█▊▍▄▌▆ ▋█ ▄▉▆ ▅▆█ ▊▆▅▆▅ █▉▄▅▌▅▌▍ ▊▍▌▌▍▄▌▄▆▆▆█▄▌▆▊█ ▌█▊▇▅▄ ▅▌▆▆▉ ▇▉▄▍▍▇▄█ ▅▋▇ ▅██▇▍▍ ▋▅▉▇█▊▄ ▊▅▉█▍▋▄▊▌ ▆▋▊▅▇▉▊▌▌█▋▉▇▆▍▌▄▆▄▅▊▆▌▌▄ ▆▋ ▋▉█ █▊▊▇▆▋▊▌▊▆█▋█ ▄▍█▇▍▊ ▊▌█▍▉▅ ▍▌▌▅ ▄▋▍▆▇▍▄▌▄▄
3 Years Ago
Added shader support for Decal Layer Mask
3 Years Ago
Added Weapon.Set/GetDeploySpeed to all weapons
3 Years Ago
initial vm diver ak seaweed physics setup (disabled for now)
3 Years Ago
Added prop_sphere to FGD and added 'radius' keyvalue removeid checks first argument for entire SteamID too
3 Years Ago
Subtracting 83705 (merge conflict, will have to reapply once we're on main with everything)
3 Years Ago
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
3 Years Ago
and the rest of the diver suit vm files files gg matt
3 Years Ago
diver suit view model prefab setup and added to item
3 Years Ago
Cherry picked 83701 => Updated Standard shader override to match Rust/Standard
3 Years Ago
Updated Standard shader override to match Rust/Standard
3 Years Ago
Merge from diversuit
3 Years Ago
Cherry picked 83695, 83696 => Ambient lighting fixes
3 Years Ago
Cherry picked 83695, 83696 => Ambient lighting fixes
3 Years Ago
Cherry picked 83695, 83696 => Ambient lighting fixes
3 Years Ago
Fixed ambient lighting in view model camera not matching environment when inside
3 Years Ago
Fixed ambient lighting darker than before when inside
3 Years Ago
3 Years Ago
reworked wood part of brick skin to look higher quality
3 Years Ago
3 Years Ago
Render adjustment
3 Years Ago
hooked up climb idle in player controller
3 Years Ago
Added support for a LOD4 in wearables, uses a different LOD arrangement
3 Years Ago
polish around roof.top.line models alignments so everything lines up
3 Years Ago
exported unarmed player climb rope idle animation
3 Years Ago
Added new climbRope state to player controller, with blendtree setup and onRopeLadder param
3 Years Ago
diver hazmat lods, scripts, prefab setup - needs item definition setting up properly (use sunburn dlc), vm, wm and icon still
3 Years Ago
Merge PhysicsLayerRevamp -> Main
3 Years Ago
lowered inner wood beam on conditional wall corners perfected foundation corner meshes to be seamless/no zfight
3 Years Ago
ferry terminal S2P
3 Years Ago
disabled vending machines in terminal building
3 Years Ago
ferry terminal S2P
3 Years Ago
updated cover on the drawbridge to cut LOS to terminal building entrance
3 Years Ago
Updated the pump textures