125,636 Commits over 4,171 Days - 1.26cph!

14 Days Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
14 Days Ago
Fix update queue gc allocations
14 Days Ago
Cherry pick flashlight optimizations
14 Days Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
14 Days Ago
main -> full_drone_marketplace_fix
14 Days Ago
Fix bag labels not recognising sleeping players
14 Days Ago
Disabled placeholder surface dirt in barges
14 Days Ago
Removed third blend layer from floating walkway materials
14 Days Ago
Ensure bag label updates if you quickly swap between different bags
14 Days Ago
Some additional unique walkway pieces to improve traversal Casino progress
14 Days Ago
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
14 Days Ago
Fix incorrect vertex sum calculation Would cause StringLight batching to try and use short index space rather than standard int space.
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Fix Chandelier groundwatch not working when it moves away too far from its origin
14 Days Ago
Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
14 Days Ago
Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
14 Days Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
14 Days Ago
Merge: from steamworks_posix_fix - Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll Tests: Built server standalone for Windows and Linux from Windows
14 Days Ago
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders. - Linux got renamed to LinxuEditor and is only loaded for editor This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested. Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
14 Days Ago
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers. 1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png 2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
14 Days Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
14 Days Ago
Merge: from main
14 Days Ago
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
14 Days Ago
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14 Days Ago
security tower mesh split and volume fixes
14 Days Ago
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14 Days Ago
Fixes to get things working again
14 Days Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
14 Days Ago
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14 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
14 Days Ago
updated exhibit decor pack steam icon
14 Days Ago
PT Boat Update
14 Days Ago
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed Tests: 1p on Craggy with UsePlayerUpdateJobs 2
14 Days Ago
Optim: UsePlayerUpdateJobs 2 - cache continuation actions Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches. Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
14 Days Ago
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
14 Days Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
14 Days Ago
Replaced proxy dock street lighting with dock lights.
14 Days Ago
rhib crane collision
14 Days Ago
Can no longer loot the input side of dropboxes from the other side
14 Days Ago
Sculpts
14 Days Ago
merge from main
14 Days Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
14 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2