243,865 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Restore my lost scene hierarchy changes for the third time
5 Months Ago
WIP test map Not ready to play yet. Merge branch 'main' of sbox-hc1
5 Months Ago
Prop.CreateGibs returns the list of gibs
5 Months Ago
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
5 Months Ago
Drop object create and grid snap in one place instead of everywhere Add ParticleSystem.Bounds to get static bounds of the resource Add ParticleSystem.LoadAsync Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
5 Months Ago
Cubemap fog just takes material from current skybox https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
5 Months Ago
map updates - figuring out catwalk
5 Months Ago
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
5 Months Ago
Define win state for cash grab
5 Months Ago
Add EquipmentDropper.Categories so we can define which slots drop on death
5 Months Ago
Transition to picked up state when someone picks up the cash Add CashPointTracker.Cleanup Add CleanUpCashPoint rule Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now Don't shrink scores in team display
5 Months Ago
Can define dropped collider size for weapons
5 Months Ago
Added cash bag marker Some work on marker system to handle lifetime better
5 Months Ago
relic salad relic wristwatch font changes, button sfx medic helmet, vampire maracas fix timer death bug
5 Months Ago
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon Track who's holding the cash bag Create a CashBag component on the dropped cash bag, so we can make markers for it
5 Months Ago
Fixed drone model orientation
5 Months Ago
Rename Operators team
5 Months Ago
de_g: More scene hierarchy changes
5 Months Ago
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
5 Months Ago
Fixes, better state management for cash point Expose ExtractionPoint Trigger Add cash grab components
5 Months Ago
callout cleanup
5 Months Ago
scene updates added text in-map for callouts
5 Months Ago
de_g: Clean up scene hierarchy More work on cash grab, tracker, cash point, extraction point, game state rules
5 Months Ago
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
5 Months Ago
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format Add currency scoring format to Cash Grab
5 Months Ago
Start designing cash grab gamemode flow
5 Months Ago
Pedal bikes have a chance to spawn on roads
5 Months Ago
Adjust motorbike wheel height
5 Months Ago
Fixed sidecar suspension. Fixed foot IK NREs on some bikes.
5 Months Ago
Foot IK for the trike passenger, and rotation limits. Removed starter key code.
5 Months Ago
Trike passenger mount added
5 Months Ago
Trike rear wheels turn, though on the wrong axis
5 Months Ago
Set up bike health
5 Months Ago
Assigned the correct gibs models
5 Months Ago
Merge underwater_fog -> Main
5 Months Ago
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
5 Months Ago
merging gibs for sidecar and tricycle (merged the tricycle folder in the process)
5 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
5 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
5 Months Ago
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore v_mp5: reworked ironsight animations + changed ironsights pose https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
5 Months Ago
Set up trike cogs
5 Months Ago
Implement following the player
5 Months Ago
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5 Months Ago
Fix buy zone rules for non-host players Make sure game mode parent object is networked Maybe this doesn't matter?
5 Months Ago
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
5 Months Ago
Finish up the rest of the markers
5 Months Ago
Got monument map markers working
5 Months Ago
Remove every map generation component from scene spawner prefab for monuments - only output GameObject + ScenePrefab component
5 Months Ago
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present Remap to scene spawner only when spawning world
5 Months Ago
map updates