127,724 Commits over 4,201 Days - 1.27cph!

12 Months Ago
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
12 Months Ago
Expose convar for wolf max per frame budget
12 Months Ago
Changed the ballista reloading to a hold R to reload system
12 Months Ago
Added steer angle calculation to load
12 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
12 Months Ago
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
12 Months Ago
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
12 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
12 Months Ago
merge from main/Halloween24
12 Months Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
12 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
12 Months Ago
merge from military_tunnels_nvg_outfits -> main
12 Months Ago
S2P military tunnels
12 Months Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
12 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
12 Months Ago
Add loadout for NVG military scientist outfit
12 Months Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
12 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
12 Months Ago
Missed file
12 Months Ago
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12 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
12 Months Ago
Fix networking of gib scale to clients Do not initialize the scaled prop physobj as shadow for client only ents
12 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
12 Months Ago
Added fx effects to all of the battering rams wheels
12 Months Ago
merge from fix_quarry_animator_lod -> main
12 Months Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
12 Months Ago
Updating hold types with new animations
12 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
12 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
12 Months Ago
Merge from fix_quarry_animator_lod -> main
12 Months Ago
S2P quarries
12 Months Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
12 Months Ago
missing TowingJointBreakDebug file
12 Months Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
12 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
12 Months Ago
Show a colour in the Preset select editor
12 Months Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
12 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
12 Months Ago
Merge from main
12 Months Ago
Merge from teleportpos_improvements
12 Months Ago
fixed negative scale on dracula cape worldmodel collider
12 Months Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
12 Months Ago
Merge from main
12 Months Ago
server-only compile fix
12 Months Ago
client-only compile fixes
12 Months Ago
wip io research table
12 Months Ago
Undo changes to m_OverrideSubMaterials
12 Months Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
12 Months Ago
Update decals_subrect.txt Updated from HL2, to contain 2 new Portal decals You can gravity gun portal energy balls successfully Fixed studiomdl crashing with remapping sequences Remove unused properties on SWEP internals Change how SWEPs store ViewModel/WorldModel/PrintName To get rid of 80 character limit for all 3 fields Remove another unused field from SWEPs Network gravity scale for players, for prediction Reduce network bits for player's drivingmode/player class No server has 2^32 unique classes Network m_bSprintEnabled for prediction (Player:SprintDisable) Fixed insane network load of ManipulateBone* functions Optimize some more player networking m_OverrideSubMaterials array m_iTeam reduced bits (from 32)
12 Months Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)