134,333 Commits over 4,262 Days - 1.31cph!

9 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
9 Months Ago
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
9 Months Ago
Merge from main
10 Months Ago
merge from clear_bushes_radius
10 Months Ago
merge from fridge_reskin_light_fix
10 Months Ago
merge from repair_bench_redirect_fix
10 Months Ago
merge from naturalbeefix
10 Months Ago
merge from tea_consumable_info
10 Months Ago
merge from ocean-render-fix
10 Months Ago
merged from Item_Descriptions_update
10 Months Ago
merge from hv_explosion_sound
10 Months Ago
little zigg update - WIP
10 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
10 Months Ago
incapacitate and scatter dart icons
10 Months Ago
incapitate worldmodel, LODs and prefab.
10 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
10 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
10 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
10 Months Ago
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10 Months Ago
further normal map progress, output directory saving
10 Months Ago
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10 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
10 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
10 Months Ago
Add profiling
10 Months Ago
Remove the previous 160 hard coded item view limit
10 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
10 Months Ago
Unsaved
10 Months Ago
Better vine visual rotation handling, use burst cloth for now
10 Months Ago
Baseline
10 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
10 Months Ago
Rough process for preventing multiple vines from overlapping when parked
10 Months Ago
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10 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
10 Months Ago
Merge from main
10 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
10 Months Ago
update manifest for icon
10 Months Ago
viewmodel prefab setup
10 Months Ago
adjusted sunken knife icon updated prefabs
10 Months Ago
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10 Months Ago
bee_ux_improvements -> main
10 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
10 Months Ago
missing files
10 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
10 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
10 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
10 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
10 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
10 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)
10 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