130,443 Commits over 4,201 Days - 1.29cph!

3 Months Ago
Fix compile errors
3 Months Ago
Fix query vis job runner not ignoring terrain holes.
3 Months Ago
Undo vphysics changes Limit static prop counts to save values for now Fixed regression in gmod_camera
3 Months Ago
Chandelier raise/lower interaction priotity logic
3 Months Ago
Rebase on current /main
3 Months Ago
Update: slightly more landscaping Tests: none, trivial changes
3 Months Ago
merge from projectiled_batched_demo_fix
3 Months Ago
merge from background_flickering_fix
3 Months Ago
merge from tutorial_video_fix_2
3 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
3 Months Ago
Revert model importers and materials to the state they have on /main
3 Months Ago
merge from steaminventory_price_fix
3 Months Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
3 Months Ago
(WIP) SIMD frustum culling implementation
3 Months Ago
merge from vanilla_techtree_fix
3 Months Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
3 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
3 Months Ago
reduce the amount of smoke, lower volume of sfx
3 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
3 Months Ago
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Merge from /main
3 Months Ago
Merge from ./vram_budget
3 Months Ago
Chandelier progress Prefab tweaks
3 Months Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
3 Months Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
3 Months Ago
Merge from ./command_buffer_indirect
3 Months Ago
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3 Months Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
3 Months Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
3 Months Ago
lr300 animation update
3 Months Ago
Properly break out of GetRules() if rules are null
3 Months Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
3 Months Ago
merge from bc_viewmodel_fixes/frontier_hatchet
3 Months Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
3 Months Ago
Consolidate market price error handling
3 Months Ago
Fixed some items showing as marketable locked when they shouldn't
3 Months Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
3 Months Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
3 Months Ago
Update indirect instancing tools with new mesh r/w logic
3 Months Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
3 Months Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
3 Months Ago
Fix workbench tech trees in vanilla gamemode
3 Months Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
3 Months Ago
Enable r/w on gib models
3 Months Ago
Updated keycard animations, override controller and entity
3 Months Ago
Fix server description not appearing on the very first server you click on after game launch
3 Months Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
3 Months Ago
Fix bug preventing the images from changing in subsequent calls