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5,989 Commits over 974 Days - 0.26cph!

9 Minutes Ago
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14 Minutes Ago
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31 Minutes Ago
Use HasGreatlyChanged() for temp and comfort
1 Hour Ago
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
2 Hours Ago
Set parent history projectile validation default to true
3 Days Ago
Fixed pooltable NRE'ing on spawn
3 Days Ago
Codegen Manifest
3 Days Ago
Second set of cherrypicks
3 Days Ago
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to 151245
3 Days Ago
50cal_animation_improvements -> main
3 Days Ago
Fix the camera animation going off in a random direction and causing a random pop - used jarryds method
3 Days Ago
Dont turn the yaw back to 0 when reloading 50cal - it's not needed
3 Days Ago
main -> 50cal_animation_improvements
3 Days Ago
deployable_snapping_settings_fix -> main
3 Days Ago
Fix diffferent snap modes not properly registering on the server
4 Days Ago
industrial_conveyor_network_optimize -> main
4 Days Ago
Unbusy has to call the full update because we are .5s later
4 Days Ago
- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
4 Days Ago
Stop industrial conveyors from sending 4 network updates rather than one every time the switch is set on or off (until flag changes are implemented)
4 Days Ago
network_analyser_rebuild -> main
4 Days Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
4 Days Ago
50cal_animation_improvements -> main
4 Days Ago
player_loot_mark_dirty_fix -> main
4 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
4 Days Ago
Fix 'elbow-ness' a little on the front turret
5 Days Ago
New rear turret IK curves
5 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
5 Days Ago
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
5 Days Ago
main -> 50cal_animation_improvements
5 Days Ago
mountable_rollback -> main
5 Days Ago
Refactor tick parent history into TickHistory
5 Days Ago
Set parenthistory to false as default
5 Days Ago
Fix 50cal idle animations being set with ammo or no ammo incorrectly when sitting idle
5 Days Ago
Fix rear turret having incorrect animator time setting
5 Days Ago
main -> mountable_rollback
5 Days Ago
Use Jarryds hack to ennsure pt boat turret reload animation doesnt drift from the players reload animation (stupid unity issue)
6 Days Ago
steam_icons_upload_refactor_2 -> main
6 Days Ago
Update 145674 for the current codebase
6 Days Ago
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
7 Days Ago
main -> mountable_rollback
7 Days Ago
demo_breaking_fix -> main
7 Days Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
8 Days Ago
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
8 Days Ago
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
8 Days Ago
demo_scrubbing_optimizations -> main
10 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
10 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
10 Days Ago
boomerang_model_dupe_fix -> main
10 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
10 Days Ago
binoculars_ultrawide_fixes -> main