192,512 Commits over 4,049 Days - 1.98cph!

43 Days Ago
Rough process for preventing multiple vines from overlapping when parked
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Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
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Merge from main
43 Days Ago
sunkenknife 4k textures and material
43 Days Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
43 Days Ago
update manifest for icon
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viewmodel prefab setup
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adjusted sunken knife icon updated prefabs
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bee_ux_improvements -> main
43 Days Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
43 Days Ago
missing files
43 Days Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
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Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
43 Days Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
43 Days Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
43 Days Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
43 Days Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
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Clean: replace a magic number with a named constant Tests: unit tests
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Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
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Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time` Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes
43 Days Ago
revert_project_file -> main
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Correct one
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Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
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Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
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HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
43 Days Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
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43 Days Ago
Files for deployment zone visualization.
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Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
43 Days Ago
merge from fix_spawnitem_ownership -> main
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Fix item ownership not applying when using `spawnitem` command
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Merge from vram_budget: Experimental new texture streaming
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Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
43 Days Ago
merge from ownership_barrel_fix -> main
43 Days Ago
Fix item ownership not applying to items from barrels
43 Days Ago
Add a tip telling you what to do if you're attacked by bees
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Apply "Make All Streamable" to 8294 textures
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Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
43 Days Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
43 Days Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests