193,712 Commits over 4,079 Days - 1.98cph!

2 Months Ago
Rough process for preventing multiple vines from overlapping when parked
2 Months Ago
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Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
2 Months Ago
Merge from main
2 Months Ago
sunkenknife 4k textures and material
2 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
2 Months Ago
update manifest for icon
2 Months Ago
viewmodel prefab setup
2 Months Ago
adjusted sunken knife icon updated prefabs
2 Months Ago
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bee_ux_improvements -> main
2 Months Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
2 Months Ago
missing files
2 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
2 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
2 Months Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
2 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
2 Months Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
2 Months Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
2 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
2 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
2 Months Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time` Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes
2 Months Ago
revert_project_file -> main
2 Months Ago
Correct one
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2 Months Ago
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
2 Months Ago
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Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
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2 Months Ago
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
2 Months Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
2 Months Ago
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2 Months Ago
Files for deployment zone visualization.
2 Months Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
2 Months Ago
merge from fix_spawnitem_ownership -> main
2 Months Ago
Fix item ownership not applying when using `spawnitem` command
2 Months Ago
Merge from vram_budget: Experimental new texture streaming
2 Months Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
2 Months Ago
merge from ownership_barrel_fix -> main
2 Months Ago
Fix item ownership not applying to items from barrels
2 Months Ago
Add a tip telling you what to do if you're attacked by bees
2 Months Ago
Apply "Make All Streamable" to 8294 textures
2 Months Ago
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
2 Months Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
2 Months Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests