192,440 Commits over 4,049 Days - 1.98cph!

45 Days Ago
Check if player model exists before trying to assign skin variables
45 Days Ago
merge from main
45 Days Ago
merge from trophy_nre
46 Days Ago
Fix small trophy player heads not appearing on first time player enters network range
46 Days Ago
Jungle plants progress
46 Days Ago
merge from trophy_nre
46 Days Ago
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46 Days Ago
merge from puzzle_reset_underground_fix
46 Days Ago
progress on baking normal map/smoothness
46 Days Ago
Added refresh_foliage console command
46 Days Ago
Pixelate censor fixes
46 Days Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly
46 Days Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly Merge community provided changes to JellyFish shader to do with $envmap
46 Days Ago
Underwear censor fixes
46 Days Ago
Rebase on /main
46 Days Ago
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
46 Days Ago
Cherry pick live fixes
46 Days Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
46 Days Ago
revolver setup
46 Days Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
46 Days Ago
Update: leaving an optim todo idea comment Tests: not applicable
46 Days Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
46 Days Ago
Merge from fix_texture_streaming_2
46 Days Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
46 Days Ago
exported updated crocodile intimidate attack anim
46 Days Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
46 Days Ago
46 Days Ago
Shader and colour refinements. Added hemisphere support
46 Days Ago
Setup a scrolling diagonal material
46 Days Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
46 Days Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
46 Days Ago
Replace assertion with just a warning
46 Days Ago
Fix spine deform not being applied during locomotion
46 Days Ago
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46 Days Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
46 Days Ago
more head rotation during crocodile intimdate attack anim
46 Days Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
46 Days Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
46 Days Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
46 Days Ago
Merge from fix_texture_streaming_2: Assertions
46 Days Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
46 Days Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
46 Days Ago
Moved the code into deploy guide renderer instead
46 Days Ago
fixed seam
46 Days Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
46 Days Ago
re exported crocodile intimidate attack anim
46 Days Ago
merge from main
46 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
46 Days Ago
When placing a sprinkler, a sphere will now be visible indicating its range
46 Days Ago
Added 4K textures and materials for cinematics