128,417 Commits over 4,201 Days - 1.27cph!

4 Hours Ago
▅▋▍▆▋▊█▉ `▍██▌█▄▊▌▇▅▋▅█▅▍▆▆▆▆`'▊ ▄▆▇▉▅▄▌▊▊▉▇▋▄ █▉▉▊▌ ▇▊ ▅█▄▉▆▅▇ `▄▌▊▍▉█▋█▊▄▍▋▇▆▄▆▋▋▄▄▍▉█▊` █▌▉█▊▆▌ ▇▄ ▊ `▌▌▍▊▋▇▆▍▍█▋.▄▄█▅▅▆▋▆▅▇█`
Today
Merge from steam_timeline
Today
merge from qol_dump_improvements -> main
Today
Potential fix for DontDestroyInScene having too many objects
Today
More improvements - add profiler samples around each area so you can see why the whole dump takes 5+ seconds - add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
Today
adding small engine gibs / updating prefab
Today
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
Today
Bugfix: fix invis players not replicating positions & rotations Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
Today
Bugfix: don't destroy local player when spectating player going invisible Fallout from the recent rewrite. Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
Today
Splatting progress
Today
merge from fishing_village_collider_fix_fix
Today
Reapplied 132483. S2P
Yesterday
Let's try randomizing client port if not overwritten by client Map icons for new TF2 maps Fix some BSP files not loading due to recent changes team_control_point (TF2) placeholder entity Pull Request: Minor optimizations for PlayerSelectSpawn Player:GetPunchAngle errors with lua_strict 1 (deprecation warning)
Yesterday
merge from workshop_filedialog_title -> main
Yesterday
Add title text to workshop file dialog, customize for bulk import
Yesterday
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
Yesterday
oil rig platform lods and collision oil rig foot flat lods and collision
Yesterday
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Yesterday
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Yesterday
▉▌▆▇▋▄ ▉▍▉▊▌▄ ▇▉▍ ▄▍██▇▊▊▇█ ▆█▇▄ ▍▅ ▉▅▊▌▍█▇▌ ▊▌▌▆▇▋ ▋▌▄▌▆▊▄▉ ▅▋▅▌█ ▌▄▇▊▉'▍ █▄ ▋█▉▉▉▊▅▌ ▊█ ▇▆▊ ▊▇██▌▇ ▄▍▍ ▍▊▅▍▉▋▆. ▅▇▇ ▍▊▄██▇▊ ▄▍▊▉▇ ▋▊▌▅▊ ▍▆▊ ▊▇ ▅▌█▍█ ▉▄ ▇▉█▄▄▇▍ ▊▌▍▅▅▆▅▆▇
Yesterday
RPG7 - Texture update
Yesterday
Finalized spawns.
Yesterday
walkway roof tarp collider fixes
Yesterday
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
Yesterday
edited naval large sails anims
Yesterday
undid change in file I don't remember touching (harmless)
Yesterday
updated naval anchor animations
Yesterday
allocation_reductions -> main
Yesterday
code gen
Yesterday
allocation_reductions -> main
Yesterday
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
Yesterday
Preset list capacity on active renderer effects (stops list reallocations at runtime)
Yesterday
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
Yesterday
Merge from boat_building
Yesterday
Changed the order of steering wheel dismount positions so the nearest one is attempted first
Yesterday
merge from small_engine_reverse
Yesterday
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
Yesterday
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
Yesterday
switched stair zipline platforms for flat platform ones
Yesterday
exported updated 3p rpg skin anims
Yesterday
Remove some dead code
Yesterday
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
Yesterday
Quick cleanup after merge issue
Yesterday
Small engine anim code/setup
Yesterday
merge from small_engine_reverse
Yesterday
Added a TimeWarning for the recalculation of UV distribution metrics when batching
Yesterday
invert rudder control when reversing so it doesn't cancel out
Yesterday
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
Yesterday
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding