137,347 Commits over 4,474 Days - 1.28cph!

11 Minutes Ago
Fixed BlendTreeEventTrigger log spawm in editor while holding a crossbow
19 Minutes Ago
merge from horseprotection_leak_fix
20 Minutes Ago
merge from wallpaper_deploymismatch_fix
1 Hour Ago
Fixed the train tunnels test scene and made it playable. Added a movable spawnpoint. Some basic whitebox layout for the control room
1 Hour Ago
Fixed wallpaper construction switching mismatch
1 Hour Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
3 Hours Ago
halloween costume mat setup
3 Hours Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
3 Hours Ago
halloween costume prefab conditionals
4 Hours Ago
LOD stages for stacked desks monument blocker
4 Hours Ago
viewmodel settings fixes
4 Hours Ago
Viewmodel for halloween costume
Today
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
Today
merge from ClanActionResult_leak
Rin
Today
merge from bannotification_date_fix
Rin
Today
merge from raidwindow_convar_fix
Rin
Today
merge from skinviewer_charms_fix
2 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
3 Days Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
3 Days Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
3 Days Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
3 Days Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
3 Days Ago
Cache estimated velocity in position lerp
3 Days Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
3 Days Ago
Added wallpapers support to the skin viewer
3 Days Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
3 Days Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
3 Days Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
3 Days Ago
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Minor cleanups Merged Pull Requests * Added dormancy check to gmod_light * Refactor cleanup tool UI to be more self contained * Update undo UI code to be more self contained and flicker less on refresh (not a PR) * TTT: Fix prepare state hooks running before map cleanup * Optimize path functions in string library * TTT: Use DistToSqr instead of Distance where possible * Micro optimizations for the menu * use ents.Iterator instead of ents.GetAll in a couple of places
3 Days Ago
Founders Door - texture update, lods, icon
3 Days Ago
Fix code files affected by the asset subtract
3 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
3 Days Ago
Merge: from main
3 Days Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
3 Days Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
3 Days Ago
Codegen
3 Days Ago
Fix raid window convars not persisting after restart
3 Days Ago
Try doing it in post load
3 Days Ago
Added materials for the Rubble on Barrels monument blockers
3 Days Ago
merge from cui_fadeout_fix
3 Days Ago
Possible fix for CUI fadeout not working
3 Days Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
3 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
3 Days Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
3 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
3 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
3 Days Ago
Flare rig assigned materials update
3 Days Ago
Updating flare mesh