144,607 Commits over 4,413 Days - 1.37cph!

2 Months Ago
Update prefab with latest model, still has issues
2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
2 Months Ago
Remove BuildMapServer test method
2 Months Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
2 Months Ago
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
2 Months Ago
Updating ladder hatch rig fbx
2 Months Ago
fixed square frame
2 Months Ago
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API
2 Months Ago
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
2 Months Ago
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
2 Months Ago
Adding easter bunny costume cloth asset
2 Months Ago
Add support for different cell sizes for network group layers
2 Months Ago
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2 Months Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
2 Months Ago
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2 Months Ago
Fix ScientistSuitNVGM mask + NRE
2 Months Ago
Merge: from main
2 Months Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
2 Months Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
2 Months Ago
remove janky temp sounds
2 Months Ago
Merge from worldpositiongenerator_optimise_2
2 Months Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
2 Months Ago
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2 Months Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
2 Months Ago
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2 Months Ago
3p car passenger idle anim exported
2 Months Ago
Fixed flickering hair cards in hide skirt
2 Months Ago
More test prefab changes
2 Months Ago
Limit watch tower placement to every ~20m
2 Months Ago
Fixed broken egg suit
2 Months Ago
Adding burst cloth setup for easter bunny suit
2 Months Ago
Rustige Egg H - Updated model, reducing number of meshes to 3
2 Months Ago
updated secret labs chair 3p idle anim
2 Months Ago
set crypt building skin to correct use stone
2 Months Ago
some progress on the damaged wing
2 Months Ago
Disable fallback rendering by default
2 Months Ago
corpse prefab pickup correct item prefabs references
2 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
2 Months Ago
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
2 Months Ago
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
2 Months Ago
merge from creative_freebuild_fix
2 Months Ago
apartment door fixes. mip streaming on textures, set srgb to greyscale
2 Months Ago
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
2 Months Ago
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
2 Months Ago
Merge from item_mod_radial_menu
2 Months Ago
merge from /indirect_instancing
2 Months Ago
rebase on main