193,466 Commits over 4,079 Days - 1.98cph!

59 Days Ago
exported updated crocodile intimidate attack anim
59 Days Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
59 Days Ago
59 Days Ago
Shader and colour refinements. Added hemisphere support
59 Days Ago
Setup a scrolling diagonal material
59 Days 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
59 Days Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
59 Days Ago
Replace assertion with just a warning
59 Days Ago
Fix spine deform not being applied during locomotion
59 Days Ago
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59 Days Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
59 Days Ago
more head rotation during crocodile intimdate attack anim
59 Days Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
59 Days Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
59 Days Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
59 Days Ago
Merge from fix_texture_streaming_2: Assertions
59 Days Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
59 Days Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
59 Days Ago
Moved the code into deploy guide renderer instead
59 Days Ago
fixed seam
59 Days Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
59 Days Ago
re exported crocodile intimidate attack anim
59 Days Ago
merge from main
59 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
59 Days Ago
When placing a sprinkler, a sphere will now be visible indicating its range
59 Days Ago
Added 4K textures and materials for cinematics
59 Days Ago
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59 Days Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
59 Days Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
59 Days Ago
some more minor dirt adjustments
59 Days Ago
Make slashes cause smaller decals than blunt, cause that makes sense
59 Days Ago
Merge from camphysical_taa_support
59 Days Ago
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59 Days Ago
Added client check when checking for taa support to fix server compile errors
59 Days Ago
Blunt effects now support non uniform scaling (skew)
59 Days Ago
Added random rotation modifer to all bullet decals
59 Days Ago
Ensure all stab effects have rotation modifers on them
59 Days Ago
Merge from camphysical_taa_support
59 Days Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
59 Days Ago
Further refinements to slash effects
59 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
59 Days Ago
updated topology masks for jungle ruins, s2p ruins
59 Days Ago
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59 Days Ago
Fixed metal ore scale issues
59 Days Ago
exported crocodile static and run death anims and updated intimidate attack anim
59 Days Ago
Estimate player's velocity clientside if MOVETYPE_NONE Enable `"flammable", "no"` prop interaction Added `drawviewer` field to render.RenderView Loading screen gets data faster when hosting a game Load shaders from THIRDPARTY if not found in BSP or MOD And whitelist "shaders/*.vcs" in workshop addons. Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list. Fix SetFogController being stomped by new fog controller system Added NPC:GetHeadDirection and NPC:GetEyeDirection
59 Days Ago
Added sv_maxvoicepacketsperframe Text parsing: Handle loading/writing \r correctly (Hammer VMF) Hammer: Entity comments allow adding new lines with Enter In Entity Properties window, the Comment field Expand func_precipitation key-value info about custom particles Finish description of sv_maxvoicepacketsperframe Uncheat sv_player_usercommand_timeout and default to 0.5 0.5 is the value GMod originally had Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior. Replace DDrawer :: text with icons Spawnmenu drawers scale the category list So that when the drawer(s) are open the bottom categories are not hidden behind the drawer Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton Revert "Merged some anti usercmd abuse stuff from TF2 SDK" Causes weird issues around the game Fixed CRopeKeyframe having huge serverside bounds when not attached it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box Fixed trigger_remove.OnRemove not working at all Remove sv_autojump as it does nothing Pull Requests * TTT: add ttt_filter_role entity * TTT: Close player volume slider along with scoreboard * Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements * Fixed DButton:SetConsoleCommand() not accepting vararg * New Localisation Phrases Pull Requests * TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die * TTT: Let TTTLastWordsMsg hook override default behaviour * Cleaner server list layout code & Better display on small screens
59 Days Ago
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59 Days Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation