137,625 Commits over 4,324 Days - 1.33cph!

1 Year Ago
missing files
1 Year Ago
added meshes and materials for all new meat items, sss profiles
1 Year Ago
Correct eye bone positions/skinning on all current player seeds
1 Year Ago
merge from autoturret_servertick_optim
1 Year Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
1 Year Ago
Strip the massive target detection trigger from the client Set the exclude layers
1 Year Ago
merge from building_privilege_cache
1 Year Ago
▅ ▍▄▋▉ ▋▅▇▊▆▍▉▆ ▅▇▆▉▍ ▋█ ▇▉▍▉▊▋ ▇▆▆▉▌ ▌▍█▊ ▍▇▉▋▌▇▌▆█▅▄▆ ▇▊▍ ▊▋▋▄█▊▄▉
1 Year Ago
▉ ▊▇▉▄▌▋ ▌▉▌▆ ▋▉▊▊▊▅
1 Year Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
1 Year Ago
Longer clientside building priv cache when holding a wire tool + some optims
1 Year Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
1 Year Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
1 Year Ago
merge from autoturret_servertick_optim
1 Year Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
1 Year Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
1 Year Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
1 Year Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
1 Year Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
1 Year Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
1 Year Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
1 Year Ago
Beeswarm FX with notes.
1 Year Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
1 Year Ago
Fixed fog being black on some maps with HDR
1 Year Ago
Added clothing to vertical slice loadout
1 Year Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
1 Year Ago
Scientist Suits V4 rig
1 Year Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
1 Year Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
1 Year Ago
viewmodel prefab updates
1 Year Ago
slight shift in torch trans y entity position
1 Year Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
merge from main
1 Year Ago
IsBuildingBlockedByVehicle merge fix
1 Year Ago
Merge from app_skip_field
1 Year Ago
Fix compile (some fields got stomped because these weren't in sync)
1 Year Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
1 Year Ago
merge from main
1 Year Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Beehive texture size / mat setting optimization.
1 Year Ago
Beeswarm progress.
1 Year Ago
Merge from /main
1 Year Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
1 Year Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
1 Year Ago
merge from windmill_height_fix
1 Year Ago
Compile fix
1 Year Ago
Adding details to zigg bamboo stair piece