137,342 Commits over 4,474 Days - 1.28cph!

25 Minutes Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
1 Hour Ago
halloween costume mat setup
1 Hour Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
1 Hour Ago
halloween costume prefab conditionals
2 Hours Ago
LOD stages for stacked desks monument blocker
2 Hours Ago
viewmodel settings fixes
3 Hours Ago
Viewmodel for halloween costume
4 Hours Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
5 Hours Ago
merge from ClanActionResult_leak
Rin
5 Hours Ago
merge from bannotification_date_fix
Rin
5 Hours Ago
merge from raidwindow_convar_fix
Rin
5 Hours Ago
merge from skinviewer_charms_fix
2 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
2 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
3 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
3 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
3 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
3 Days Ago
Cache estimated velocity in position lerp
3 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
3 Days Ago
Added wallpapers support to the skin viewer
3 Days Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
3 Days Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
3 Days Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
3 Days Ago
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Minor cleanups Merged Pull Requests * Added dormancy check to gmod_light * Refactor cleanup tool UI to be more self contained * Update undo UI code to be more self contained and flicker less on refresh (not a PR) * TTT: Fix prepare state hooks running before map cleanup * Optimize path functions in string library * TTT: Use DistToSqr instead of Distance where possible * Micro optimizations for the menu * use ents.Iterator instead of ents.GetAll in a couple of places
3 Days Ago
Founders Door - texture update, lods, icon
3 Days Ago
Fix code files affected by the asset subtract
3 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
3 Days Ago
Merge: from main
3 Days Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
3 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
3 Days Ago
Codegen
3 Days Ago
Fix raid window convars not persisting after restart
3 Days Ago
Try doing it in post load
3 Days Ago
Added materials for the Rubble on Barrels monument blockers
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Possible fix for CUI fadeout not working
3 Days Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
3 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
3 Days Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
3 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
3 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
3 Days Ago
Flare rig assigned materials update
3 Days Ago
Updating flare mesh
3 Days Ago
merge from main
3 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
3 Days Ago
merge from main
3 Days Ago
Flare refresh animation 1st pass and set up for review
3 Days Ago
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0