144,761 Commits over 4,413 Days - 1.37cph!

37 Minutes Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
55 Minutes Ago
fix missing shader parameter used by post process effects
4 Hours Ago
No allocations when running the flood fill when rebuilding circuits
5 Hours Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
5 Hours Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
5 Hours Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
5 Hours Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
6 Hours Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
Today
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
Today
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
Today
FPV drone UI WIP & related files.
Today
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
Today
Use Azure Artifact Signing
Today
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Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Disable Steam Error Reporting as it is apparently EOL'd by Steam * Crash dumps are now generated by the game, not Steam * Moved crash dumps to crashes/ folder. Resolve 64bit tools not loading Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes
Today
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Today
merge from /main/hackweek_parented_ddraw
Today
merge from /main/hackweek_parented_ddraw
Today
merge from main
Today
Server compile fix
Today
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
Today
underwater post effect initial
Today
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Today
Kamikaze FPV Drone - Added gibs
Today
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
Today
updated lr300 sprint pose to anim loop
Today
bone knife deploy animation update
Today
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
Today
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
Today
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Today
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
Today
Salvaged icepick anim update
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
Ensure mountable is killed (again)
Yesterday
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
Yesterday
illuminated pressure pad; - Lods created - Prefab updated
Yesterday
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Yesterday
Fixed transforms on playground assets and prefabbed up
Yesterday
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
Yesterday
Update(tests): add case or command with no args Tests: ran unit tests
Yesterday
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
Yesterday
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
Yesterday
UZI Material changes
Yesterday
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
Yesterday
van test
Yesterday
UZI 9mm LOD0 and Textures