134,987 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Male head B rig V3
1 Year Ago
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1 Year Ago
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1 Year Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
1 Year Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
1 Year Ago
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1 Year Ago
Fix animals walking through crates and barrels
1 Year Ago
Fix wooden covers not carving navmesh
1 Year Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
1 Year Ago
setting up metal shield viewmodel
1 Year Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
1 Year Ago
Activated towing on all siege weapons
1 Year Ago
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1 Year Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
1 Year Ago
Auto dismount player at the end of sampling (just use distance for now)
1 Year Ago
4 shot mini crossbow folder setup & basic blockout / grey box
1 Year Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
1 Year Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
1 Year Ago
Merge: from main Tests: none
1 Year Ago
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1 Year Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
1 Year Ago
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1 Year Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
1 Year Ago
Updated Wooden Shield Textures Updated Wooden Shield World Model and View Model to have better strap positions
1 Year Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
1 Year Ago
Rig V3 setup
1 Year Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
1 Year Ago
Restrcting player seeds to single model for now
1 Year Ago
Update: Log TreeManager's treaming grid dimension on init - Available as part of Network level 1 logging Tests: booted in editor with server-only mode
1 Year Ago
Merge: from main Tests: editor boot
1 Year Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
1 Year Ago
Update: Use RustLog instead of debug log in TreeManager - Also fixed a minor bug that would not display full timing accuracy for old method - Moved logs to level 1 of Network (was 2) Tests: enabled network logs and tried with tree streaming enabled/disabled
1 Year Ago
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch) Tests: none, trivial change
1 Year Ago
Optim: avoid StopWatch allocations via Pooling Tests: on Craggy flew out until only impostors visible
1 Year Ago
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1 Year Ago
exported wolf swim animation
1 Year Ago
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1 Year Ago
Clean: updated a comment implying a potential bug - it was wrong Tests: none, trivial change
1 Year Ago
Polish on catapult. Fixed missing material slot on catapult entity
1 Year Ago
Update: TreeManager's grid is defined by cell size - Exposed via TreeManager.CellSize convar (takes effect at boot only) - Reorganized code a smidge to reduce how scattered a bunch of info was Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
1 Year Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
1 Year Ago
reinforced wooden shield viewmodel
1 Year Ago
battering ram temporary greybox
1 Year Ago
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1 Year Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms