139,301 Commits over 4,352 Days - 1.33cph!

1 Year Ago
Merge from crocodile
1 Year Ago
Port croc corpse carry ragdoll stability fixes to tiger
1 Year Ago
- Improve crocodile behaviour against static prey - Fix crocodile getting stuck cycling between states when live prey is near food
1 Year Ago
Fix player corpse bouncing a lot when carried by the crocodile
1 Year Ago
Fix croc sliding during zigzag bite
1 Year Ago
merge from large_planter_deployables_fix
1 Year Ago
merge from graphics_ui_doubledigit
1 Year Ago
merge from hbhf_optims
1 Year Ago
merge from lodbias_min_clamp_increase
1 Year Ago
merge from trophy_nre
1 Year Ago
Weapon rack parachute NRE fix
1 Year Ago
Clamped minimum lodbias to 0.5
1 Year Ago
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1 Year Ago
Check if player model exists before trying to assign skin variables
1 Year Ago
merge from trophy_nre
1 Year Ago
Fix small trophy player heads not appearing on first time player enters network range
1 Year Ago
Jungle plants progress
1 Year Ago
merge from trophy_nre
1 Year Ago
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1 Year Ago
merge from puzzle_reset_underground_fix
1 Year Ago
progress on baking normal map/smoothness
1 Year Ago
Added refresh_foliage console command
1 Year Ago
Pixelate censor fixes
1 Year 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
1 Year 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
1 Year Ago
Underwear censor fixes
1 Year Ago
Rebase on /main
1 Year Ago
Cherry pick live fixes
1 Year 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?
1 Year Ago
revolver setup
1 Year Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
1 Year Ago
Update: leaving an optim todo idea comment Tests: not applicable
1 Year Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
1 Year Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
1 Year Ago
exported updated crocodile intimidate attack anim
1 Year Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
1 Year Ago
1 Year Ago
Shader and colour refinements. Added hemisphere support
1 Year Ago
Setup a scrolling diagonal material
1 Year 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
1 Year Ago
Replace assertion with just a warning
1 Year Ago
Fix spine deform not being applied during locomotion
1 Year Ago
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1 Year 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
1 Year Ago
more head rotation during crocodile intimdate attack anim
1 Year 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
1 Year Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
1 Year 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