132,990 Commits over 4,232 Days - 1.31cph!

1 Year Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
1 Year Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
1 Year Ago
Remove new detail metallic map from decals to stop errors for now
1 Year Ago
reverting 108949 - caused compilation issues
1 Year Ago
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1 Year Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
1 Year Ago
Clean: further comments Tests: none, trivial change
1 Year Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
1 Year Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
1 Year Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
1 Year Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
1 Year Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
1 Year Ago
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1 Year Ago
Remove redundant allies vislog
1 Year Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
1 Year Ago
Add vislog to confirm that fallback roam EQS works correctly
1 Year Ago
Combining back wheel of ballista base
1 Year Ago
ruin_a backup
1 Year Ago
merge from fix_swamp_water_reflection
1 Year Ago
prepatch phases, codegen and manifest
1 Year Ago
Fixed asset labels on all new shields, manifest
1 Year Ago
Only apply auto turret behaviour when actively bocking with the shield
1 Year Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
1 Year Ago
Update attack loops on reinforced shield
1 Year Ago
One more delete
1 Year Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
1 Year Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
1 Year Ago
Horse proper headlook setup, disabled old headlook
1 Year Ago
Horse mountable blend tree tweaks
1 Year Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
1 Year Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
1 Year Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
1 Year Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
1 Year Ago
Rider galloping pose
1 Year Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
1 Year Ago
Merge from scrap_exchange_dynamic_pricing
1 Year Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
1 Year Ago
Merge from main
1 Year Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
1 Year Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
1 Year Ago
prefab progress
1 Year Ago
Merge from simple_upgrade
1 Year Ago
Can't upgrade after recent damage
1 Year Ago
Fixed missing animator param warning when reloading the ballista
1 Year Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
1 Year Ago
Prevent temp ragdoll player instigated dismounts
1 Year Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
1 Year Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
1 Year Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
1 Year Ago
implemented ballista base rig