192,351 Commits over 4,049 Days - 1.98cph!

50 Days Ago
- fixed issue with not seeing materials in-game - re-exported base rig in A pose - exported with viewmodel arms material, importing embedded material now works - removed dart meshes from export (already in .viewmodel prefab) - removed unnecessary v_blowpipe model prefab
50 Days Ago
Regenerate root motion data
50 Days Ago
Merge from graphics_settings_changes: Adds LOD Bias slider. Adds LOD bias to all presets. Removed shadow projection option (forced to StableFit now). Adds support for float values in presets. Exported default graphics config again to include new lodbias and remove shadow projection (and associated convar).
50 Days Ago
Added sv_maxvoicepacketsperframe Text parsing: Handle loading/writing \r correctly (Hammer VMF) Hammer: Entity comments allow adding new lines with Enter In Entity Properties window, the Comment field Expand func_precipitation key-value info about custom particles
50 Days Ago
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50 Days Ago
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50 Days Ago
Merge from float_support
50 Days Ago
50 Days Ago
Added the ragdoll prefab and corpse prefab for the tiger Updated the tiger prefab to link to the corpse and ragdoll prefab Set up the hunting trophy for the tiger
50 Days Ago
Optim: store all row values into a continuous aray - Inserts are now 50% faster than the old table, 99% less allocs - ToText is 10% faster than old table, 99% less allocs - ToJson is 47% slower than old table, 99% less allocs Json serialization is a head scratcher - need to look through the utf8jsonwriter. Tests: unit tests
50 Days Ago
Revert root motion extractor workaround as we found a proper fix
50 Days Ago
crocodile animation exported after rig edit
50 Days Ago
wip float support for preset values
50 Days Ago
exported crocodile sprint attack and turn animations after rig edit
50 Days Ago
merge from crafting_update
50 Days Ago
merge from crafting_update/visual_cooking
50 Days Ago
Disabled pooling on cooking wb
50 Days Ago
Optim: don't serialize bool in memory - we can rely on const strings instead Brings us a smidge closer to original api, but still slower(-12%). Tests: unit tests
50 Days Ago
Add missing state to croc
50 Days Ago
Delete unused asset
50 Days Ago
- Add special case to root motion extractor to handle the crocodile annoying root bone parent - Regenerate root motion for all anims
50 Days Ago
Optim: allow pre-allocating of columns and rows - Rows were supported previously, but I didn't realize the call was going to the params overload, breaking the optim Inserts are 22% faster now, with 6 allocs per test run (except first run, for what-ever reason - need to explore) instead of previous 12k Tests: unit tests
50 Days Ago
bee grenade entity updates - updated holster position - re-added final lod to fix model culling too early
50 Days Ago
Update: update perf tests to use new apis Rip#2 - was testing old compat apis. And suprisingly, they were faster than new APIs. Well, there's still options that I haven't tapped into. Tests: unit tests
50 Days Ago
Wip croc intimidate turns
50 Days Ago
Fixed campfire ignition lag.
50 Days Ago
Visibility tweaks.
50 Days Ago
Optim: allow user to provide an optim hint if we'll be serializing to json This allows to skip table alignment logic. Still no effect on json perf tests(wat), I'm suspicious. Tests: ran the unit tests.
50 Days Ago
Fixed a bunch of shit making the cauldron FX hate the cooking wb. Cauldron flame no longer flickers. Cauldron visual meats are now fully submerged for lighting reasons, and you should always fully boil your human meat anyway.
50 Days Ago
Added shadowProjection to mandatory defaults, set to Stable fit. Remove option to change to close fit, removed convar.
50 Days Ago
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently - avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
50 Days Ago
Optim: disable json validation when streaming it with the new table Surprisingly has 0 effect on 4k perf - the bottleneck must be somewhere else. Tests: ran unit tests
50 Days Ago
exported crocodile turn anims with root motion
50 Days Ago
Bugfix: Fixing json serialization - Switching to System.Text.Json as it allows steamed serialization - Updated binaries, System.Text.Json deps got stale Text serialization is 2x faster in 4k perf test(62.5% less allocs), Json serialization is 12% slower(20% less allocs) Tests: ran the unit tests
50 Days Ago
merge from crafting_update
50 Days Ago
merge from crafting_update/visual_cooking
50 Days Ago
exported crocodile sprint atack anim after rig edit
50 Days Ago
Flame material test for culling bug.
50 Days Ago
Merge from crafting_update
50 Days Ago
PFX LOD tweaks.
50 Days Ago
Merge from cookingv2
50 Days Ago
Changed LightEx execution order, it was kickin in after AmbientLightLOD, causing it to register incorrect intensity values This fixes the cooking workbench oven turning into the sun when fading back in
50 Days Ago
Orchid, rose, sunflower clone seeds.
50 Days Ago
Bugfix: Fix ToString not aligning correctly for new table - Also increased correctness test data set to 128 rows Float size calculation could be improved, but I'll leave that till later as it's not trivial. Now to fix json serialization Tests: ran the unit tests
50 Days Ago
Use bool instead of trigger for croc intimidation
50 Days Ago
cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
50 Days Ago
Fixed npc_zombie not using sk_zombie_dmg_both_slash Fixed inaccessible area on ep2_outland_10 due to model name collision Fixed transparency on light_directional and pp_controller hammer icons Fixed Episode 2 Fast Zombie jumpscare sequence Implements AttachToVehicle input for npc_fastzombie Fixed missing animations on hula doll (Episode 2) Read map cycle only from MOD Merged some anti usercmd abuse stuff from TF2 SDK Adds sv_player_usercommand_timeout Adjust Sandbox ContentIcon to scroll text if it is too long https://files.facepunch.com/rubat/2025/February27-1134-LoneGlobefish.gif Also applied localization to "Author" label in spawnmenu tooltips. Fixed server crash due to last update Allow NPC list to set Author (displayed in spawnmenu tooltip) Port x86-64 exclusive changes to fix build errors
50 Days Ago
Added trigger_tonemap Doesn't work yet, due to network compatibility env_tonemap_controller Master flag will also be supported env_fog_controller SetMaxDensityLerpTo & HDRColorScale Added some editor icons from CS:GO env_texturetoggle, light_directional, logic_autosave, func_instance_parms Added logic_random_outputs Hammer: Ensure Input/Output colums fit header text So its not "P...", "O...", etc. Hammer: Fixed map instances being added to recently opened Only manually opened files are added to recently opened files Hammer: Fixed certain inputs having wrong descriptions The output tab was adding every single input from the entire map into the dropdown, and then hiding unwanted ones, causing name collisions Now only adds inputs from target entities if there are any valid ones, if not, THEN we add all of them. Update Hammer splash, so it appears less buggy Added fog_volume Only fog_controller changing for now, fully functional, no need to wait for update Fix ViewModelFlip making view model sway backwards Hammer: Implemented multiple cordon system from CS:GO
50 Days Ago
Added more useful info to CLtoSV and SVtoCL net message ToStrings Undo changes to combine dropship as they are crashy Prevent crashes when GetBoneCache is called with no model Do not mount addons/ twice in-game (regression) Tools also now respect -noaddons Fixed 357 reload missing its shelleject effect Fixed Bugbait not having viewmodel bob when sprinting Fixed missing AR2 reload sound in 3rd person Fix 357 shelleject in firstperson multiplayer VBSP: Prevent crashing with bad VMFs (newlines), display an error StudioMdl: Gracefully handle numframes 0 or below (instead of crashing) Update w_pistol to fire correct events for player 3rd person brass eject Fixed AR2 spamming 3rd person reload sound when no ammo Unhide sv_maxspeed Added some internal/hidden inputs to npc_rollermine in the FGD Holdtype & player animations for Bugbait Also removed some clientside weapon stubs for non existent weapons Citizen Suitcase/Package, Annabelle/Alyxgun holdtypes
50 Days Ago
Implement point_worldtext (CS:GO version) Added new features to point_worldtext "Start Hidden" spawnflag "Rainbow" keyvalue * SetEnabled, Enable, Disable, Toggle inputs * SetText/SetMessage, SetTextSize, SetColor, SetRainbow inputs Minor cleanups Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation Fixed fog being black on some maps with HDR