244,457 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Use libevents for damage / kill events
5 Months Ago
Fixed fluid combiner and fluid splitter snapping issues, also adjusted their deploy volumes
5 Months Ago
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5 Months Ago
Add "Find in Asset Browser" context menu item to resource/asset widgets Focus the current value in asset pickers
5 Months Ago
Reduce spread when aiming Reduce movement speed while aiming Fixed buy sound not playing 2d
5 Months Ago
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5 Months Ago
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5 Months Ago
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
updated map merged industrial wip adjusted spawns
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
merge from main -> monument_scenes
5 Months Ago
Add facepunch.libevents library Use libevents for damage / kill events Update module url Post-merge fix
5 Months Ago
Update module url
5 Months Ago
merge from electricalheater_fix
5 Months Ago
Expose spread scale, lower it by more than half
5 Months Ago
Added Panther assets - Lods, mats, models and textures
5 Months Ago
Fixed a bunch of weird bugs with pulling over Lights flag now sets at night Dynamic destination distance checks
5 Months Ago
Fixed electric heaters not heating planters right in front of them
5 Months Ago
Don't allow sprinting unless you're moving
5 Months Ago
player update. exported 3p kayak anim set
5 Months Ago
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity Fix merge conflict in player prefab
5 Months Ago
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
5 Months Ago
Use network origin/angles for clientside physics objects
5 Months Ago
Add basic sprinting implementation
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
Aligning state now applies force and does appopriate angle checks
5 Months Ago
Pull over methods use the brakes like everything else Is server check on client scripts Refactor vendor prefab into categories
5 Months Ago
More build tests
5 Months Ago
renderdevicevulkan: enable reverse depth Reverse the DepthFunc on all shaders GREATER <-> LESS gizmo_grid: reverse manual depth bias We need to change the depth clear value from 1->0 (in 3 different places of course) Recompiled core shaders Fix r_depth_debug Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it https://files.facepunch.com/sam/1b0711b1/tt3.png Readjust depth bias on debug shaders for reverse depth Fix shadow in reversed depth https://files.facepunch.com/sam/1b0711b1/tt2.png Adjust depth bias for gizmo shaders for the increased depth precision Tiled light culling with reverse-z SSR with inverted z ( Way more stable ) Fix (3D) Skybox with inverse depth range Fix SSR backtracing on reverse depth Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner DoF with reverse depth Shaders for reverse depth Fix glass and decal overlays depth bias Shaders with depth bias fixes
5 Months Ago
Add facepunch.libevents library Use libevents for damage / kill events
5 Months Ago
Added ADS
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now
5 Months Ago
rolling/pitching with controls
5 Months Ago
Added damage overlay to the HUD, will scale up based on how low your HP is - if your HP is low enough, will start pulsing
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
Fixed vendor spawn orientation More consistent pulling over positions Increased vendor mass and drag
5 Months Ago
Use libevents for damage / kill events
5 Months Ago
Revert "Don't re-enable the camera every single frame" - players becoming invis, gonna fix this properly in a sec
5 Months Ago
level update
5 Months Ago
Serverside overriding of active item if restrained
5 Months Ago
storage building large progress
5 Months Ago
Fix glass and decal overlays depth bias
5 Months Ago
ui: Make dead players more distinct in PlayerAvatar
5 Months Ago
Add Mixer.StopAll
5 Months Ago
Controller bindings can be stored in separate files Support input source paths Add support for pose actions
5 Months Ago
Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation)
5 Months Ago
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5 Months Ago
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