142,976 Commits over 4,383 Days - 1.36cph!

12 Months Ago
merge from clientdemo_netwrite_read_fix
12 Months Ago
Minor cleanup (VPC) Throw a non halting Lua error when giving invalid types to SetNWVar Throw a non halting Lua error when trying to read net msg past the end Throw a non halting Lua error when hitting Lua file limit So it appears in the problems menu, so the player can know that there is a problem and what it is. Fixed leading spaces in console command not adding to the history Disable OOB checks for Vectors/Angles they use more complex networking, not flat floats nil is a valid NW type Apply minimum size check for net.ReadVector/etc Move new net library errors behind lua_strict convar (0 by default) Block lua_strict Remove Novint Haptics stuff entirely It was disabled in some places already, but now completely gone Fix build error
12 Months Ago
Minor cleanups Minor cleanups Cleanup CUtlBuffer.GetString overloads Merge some build process changes from x86-64 No more 100 Release/Debug folders spattered everywhere
12 Months Ago
Block lua_strict Minor VPC cleanups Remove Novint Haptics stuff entirely It was disabled in some places already, but now completely gone
1 Year Ago
Fixed broken terrain setup
1 Year Ago
Update: ContinuousProfiling will emergency stop if fails to export Yet to pin down the worker thread telemetry stream seeing stale/garbage data. Tests: soaked on Craggy in editor
1 Year Ago
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1 Year Ago
Minor cleanups Clean ups Minor cleanups/removing unnecessary changes like the PS3 stuff Apply minimum size check for net.ReadVector/etc Move new net library errors behind lua_strict convar (0 by default) Getting rid of more PS3 stuff (that isnt in main) from the VPC scripts
1 Year Ago
Prefab setup
1 Year Ago
Added cow model, materials, textures.
1 Year Ago
More placeholder ceiling paper skins
1 Year Ago
1st pass view model camera animations for content in the tools list
1 Year Ago
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1 Year Ago
Bugfix: fix main source of invalid profiling stream from ServerProfiler - Drop dead threads on every succesful frame - Reset all writing indices on new frame and on resuming continuous profiling post-export - release binary built using 019295b4 There's still another issue hiding somewhere, but it's much more stable now. Tests: on craggy exporting every 3rd frame for 5 minutes straight. Previously would trip after 20seconds.
1 Year Ago
Fixed wallpaper viewmodel material not updating when selecting skin 0
1 Year Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
1 Year Ago
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1 Year Ago
CodeGen update to include spatiallyAwareEnvironmentVolumes default as false
1 Year Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
1 Year Ago
Corner hull
1 Year Ago
Prevent dropped boomerang from slipping behind entities Ensure boomerang impact effects are always played at the same place Don't bother trying to handle bones on the server - it never matches
1 Year Ago
Merge from main
1 Year Ago
Updates to the home screen, adding new elements and styling
1 Year Ago
Fixed shader error in Amplify Rust/Standard template
1 Year Ago
Set spatiallyAwareEnvironmentVolumes convar default to false
1 Year Ago
Boat building station deployable/item basic setup
1 Year Ago
Fixed Hammer crash when browsing models
1 Year Ago
Fixed Hammer crash when browsing models
1 Year Ago
Fix Hammer crash when trying to browse models Minor cleanups
1 Year Ago
added lines back in to ground_guide and added corner triangle
1 Year Ago
fixed water culling happening outside the hatch of tunnel entrances
1 Year Ago
Update: prototype of continuous allocation tracking is working - started with profile.watchallocs [Name, default="Allocs"] - can be stopped with profile.stopwatchingallocs Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter). Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
1 Year Ago
added "up" triangle to floor guide
1 Year Ago
merge from vine_disable_convar
1 Year Ago
merge from vine_movement_nre
1 Year Ago
Fixed vinyl mat missing albedo
1 Year Ago
Skin fixes, changed flooring and ceiling paper default skin
1 Year Ago
merge from main
1 Year Ago
Skinnable setup Split the flooring, wall and ceiling wallpaper skin sets Fixed colliding skin IDs
1 Year Ago
Item setup Manifest
1 Year Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
1 Year Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
1 Year Ago
Possible NRE fixes for vine mountable (no known repro)
1 Year Ago
Found a duplicate camera
1 Year Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
1 Year Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
1 Year Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
1 Year Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
1 Year Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
1 Year Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately