139,508 Commits over 4,352 Days - 1.34cph!

Today
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Today
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Shelve tool for adding viewmodel camera lerp animation events automatically Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
Today
Fix water junk piles spawning too close to water monuments
Today
Added basic support for occlusion culling to indirect instancing
Today
Fixed hack test not correctly skipping single draw renderers
Today
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Today
Various tweaks to Rust Relay config and transport
Today
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
Today
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
Today
Tweaked watchtower placement distance
Yesterday
Adjusting pivot position of trinagle ladder hatch collider mesh
Yesterday
triangle frame
Yesterday
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
Yesterday
armoured ladder hatch triangle frame
Yesterday
corrected suare frame
Yesterday
Skinning fix for krieg hazmat backpack straps
Yesterday
Re-enable RW on 5 meshes used by particle systems
Yesterday
merge from hackweek_server_mesh_cull
Yesterday
progress on the damaged wing, some set dressing
Yesterday
apartment bulding concrete debris prefabs and models
Yesterday
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Yesterday
subsurface birp wrap
Yesterday
Switch to easter event UI Fix exception on egg LOD component
Yesterday
Merge from wiretool_rpcflood_fix
Yesterday
Merge from shipping_container_skin_frames_fix
Yesterday
Merge from storage_box_dlc_corpse_references
Yesterday
Shields now switch to a smaller collider when RMB isn't being held
Yesterday
Merge from auto_particle_cinematics
Yesterday
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Yesterday
Update prefab with latest model, still has issues
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Yesterday
Remove BuildMapServer test method
Yesterday
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
Yesterday
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
Yesterday
Updating ladder hatch rig fbx
Yesterday
fixed square frame
Yesterday
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API
Yesterday
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Yesterday
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Yesterday
Adding easter bunny costume cloth asset
Yesterday
Add support for different cell sizes for network group layers
Yesterday
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Yesterday
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Yesterday
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
Yesterday
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Yesterday
Fix ScientistSuitNVGM mask + NRE
Yesterday
Merge: from main