138,970 Commits over 4,352 Days - 1.33cph!

3 Months Ago
Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum
3 Months Ago
merge from naval_update
3 Months Ago
Swap to of the anchor colliders to metal where it makes sense Swap bbs interaction colliders to wood instead of concrete
3 Months Ago
Sail is now actually cloth instead of wood Made colliders a bit more accurate on the top
3 Months Ago
Update workshop scene "publish submission" info paragraph
3 Months Ago
Fix a duplicate bone name on the cannon Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before Fix incorrect material
3 Months Ago
3 Months Ago
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
3 Months Ago
Collider fixes for plank and ramp, assign wood material
3 Months Ago
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false - switched it to be off by default, as it was likely off during my earlier testing Tests: none, trivial change
3 Months Ago
Fixed some duplicate collider names on triangle ladder hatch
3 Months Ago
Merge: from main
3 Months Ago
changes on the throw icepick sounds
3 Months Ago
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
3 Months Ago
Bugfix: don't try to delay unparenting when teleporting away from the boat Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
3 Months Ago
Medical syringe animation updates
3 Months Ago
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
3 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
3 Months Ago
update existing passes for pipeline changes
3 Months Ago
sync Rust.RenderPipeline changes
3 Months Ago
merge from workcart_canvas_fix
3 Months Ago
Removed the rogue canvas on workcart_aboveground prefab
3 Months Ago
axe throw audio changes
3 Months Ago
assigned rpg7 anim events to 3p reload anim
3 Months Ago
added lr300 space gun anim events to 3p reload/deploy anims
3 Months Ago
M92 textures polish
3 Months Ago
merge from blackjackmachine_optims
3 Months Ago
Reduced blackjack machine canvases culling distance
3 Months Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
3 Months Ago
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
3 Months Ago
GetWorldVelocity of the boat once instead of for every block
3 Months Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
3 Months Ago
setup lr300 space animations for player update
3 Months Ago
added knife throw movement sounds
3 Months Ago
Additional profiling for boat water effects
3 Months Ago
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3 Months Ago
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3 Months Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
3 Months Ago
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
3 Months Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
3 Months Ago
Balanced darkness of metals in scrap component box
3 Months Ago
Testing re-adding rendererbatch to boat pieces
3 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
3 Months Ago
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
3 Months Ago
M92 weapon refresh anim updates
3 Months Ago
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
3 Months Ago
merge from workcart_canvas_fix
3 Months Ago
Updated textures and model for scrap component box
3 Months Ago
merge from shotguntrap_optims/tests
3 Months Ago
merge from shotguntrap_optims