193,809 Commits over 4,079 Days - 1.98cph!

2 Months Ago
Fixed meat losing it's stack size when it spoils
2 Months Ago
Merge from main
2 Months Ago
Fixed hopper removing any item attachments from weapons/armour it picks up The item contents should only be removed if the item is a backpack Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
2 Months Ago
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2 Months Ago
Merge from crocodile
2 Months Ago
Port croc corpse carry ragdoll stability fixes to tiger
2 Months Ago
- Improve crocodile behaviour against static prey - Fix crocodile getting stuck cycling between states when live prey is near food
2 Months Ago
Fix player corpse bouncing a lot when carried by the crocodile
2 Months Ago
Fix croc sliding during zigzag bite
2 Months Ago
merge from large_planter_deployables_fix
2 Months Ago
merge from graphics_ui_doubledigit
2 Months Ago
merge from hbhf_optims
2 Months Ago
merge from lodbias_min_clamp_increase
2 Months Ago
merge from trophy_nre
2 Months Ago
Weapon rack parachute NRE fix
2 Months Ago
Clamped minimum lodbias to 0.5
2 Months Ago
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2 Months Ago
Check if player model exists before trying to assign skin variables
2 Months Ago
merge from main
2 Months Ago
merge from trophy_nre
2 Months Ago
Fix small trophy player heads not appearing on first time player enters network range
2 Months Ago
Jungle plants progress
2 Months Ago
merge from trophy_nre
2 Months Ago
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2 Months Ago
merge from puzzle_reset_underground_fix
2 Months Ago
progress on baking normal map/smoothness
2 Months Ago
Added refresh_foliage console command
2 Months Ago
Pixelate censor fixes
2 Months Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly
2 Months Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly Merge community provided changes to JellyFish shader to do with $envmap
2 Months Ago
Underwear censor fixes
2 Months Ago
Rebase on /main
2 Months Ago
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
2 Months Ago
Cherry pick live fixes
2 Months Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
2 Months Ago
revolver setup
2 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
2 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
2 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
2 Months Ago
Merge from fix_texture_streaming_2
2 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
2 Months Ago
exported updated crocodile intimidate attack anim
2 Months Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
2 Months Ago
2 Months Ago
Shader and colour refinements. Added hemisphere support
2 Months Ago
Setup a scrolling diagonal material
2 Months Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
2 Months Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning