131,246 Commits over 4,232 Days - 1.29cph!

7 Minutes Ago
Merge from parent
10 Minutes Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
17 Minutes Ago
Fixed missing ghost ship map marker
21 Minutes Ago
Merge from fog_multithread_fix
21 Minutes Ago
Move test scene
22 Minutes Ago
22 Minutes Ago
Compile fix
32 Minutes Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
58 Minutes Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
1 Hour Ago
1 Hour Ago
Splatting
3 Hours Ago
Saving/loading
4 Hours Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
5 Hours Ago
Fix "ShouldBeRunning()" getting inverted during refactor
5 Hours Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
5 Hours Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
5 Hours Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
5 Hours Ago
Forgot to commit changes from yesterday, added a score HUD
Today
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Today
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Entered commands always generate a new timestamp
Put console command input box at the very bottom of the window
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
Today
Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Console null check, removed unused vars
Developer tools tab init fix Console UI NRE fix
Today
Pressing enter with the item tab open focus on the search bar Updated search bar styling
Today
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
Fixed a bunch of console order of execution errors now that we do init in a different place
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
Today
Pressing tab with F1 menu open cycle through all the tabs
Added HasConsoleInput()
Deer skull mask repose
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
Today
Clean: get rid of debug logs Tests: none, trivial change
Today
npc_missiledefense model + code adjustments * works better now Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
Today
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
Today
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
Today
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
Today
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
Ensure input is displayed brighter than logs
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
Today
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
Today
Added "Equip" button for wearable items Added giveequip command Works half of the time, it can't swap existing items currently
Today
simple modders red puzzle prefab
Today
Final cliff placement.
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Floating cities scene2prefab