198,711 Commits over 4,140 Days - 2.00cph!

2 Months Ago
Can drag and drop entries
2 Months Ago
fix reversed noise channel order
2 Months Ago
Minor cleanups Disable setting cl_timeout to 45 on load that never worked before Add one more Lua backdoor URL Fix double clicks not invoking VGUIMousePressAllowed Minor whitespace cleanup Fix compile error Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state) Minor cleanups
2 Months Ago
Right clicking an entry only pings it and doesn’t select it
2 Months Ago
Give queue back to the pool if its empty (after sending)
2 Months Ago
merge from selectionhistory_improvements
2 Months Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
2 Months Ago
Fixed bitmask read using too small a bit count
2 Months Ago
Code cleanup
2 Months Ago
Remove client -> server syncvars
2 Months Ago
main -> syncvars
2 Months Ago
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2 Months Ago
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
2 Months Ago
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
2 Months Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
2 Months Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
2 Months Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
2 Months Ago
Re applied main changes on wicker and bamboo barrel corpses
2 Months Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
2 Months Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
2 Months Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
2 Months Ago
Move Steam item icons from my personal server to files.facepunch.com
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
merge from networkcache_ownerid_fix
2 Months Ago
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
2 Months Ago
Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state)
2 Months Ago
flaregun blockout
2 Months Ago
Rotation easing + fixes
2 Months Ago
revert accidental change
2 Months Ago
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
2 Months Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
2 Months Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
2 Months Ago
RustCraft
2 Months Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
2 Months Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
2 Months Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
2 Months Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
2 Months Ago
Phrases
2 Months Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
2 Months Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
2 Months Ago
merge from hackweek_fps_logging
2 Months Ago
Merge from hackweek_fps_logging
2 Months Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
2 Months Ago
Inventory redesign
2 Months Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
2 Months Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
2 Months Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
2 Months Ago
Perm Store design