162,418 Commits over 4,597 Days - 1.47cph!

2 Years Ago
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2 Years Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent
2 Years Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
2 Years Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent ClientSignOnStateChanged is no longer called for HLTV clients util.IsValidModel uses meshcount to determine useless models If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
2 Years Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
2 Years Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
2 Years Ago
- Truncate menu tip text so it doesn't overrun loading screen - Filter rich text tags from menu tip text except color, b, u, and i - Added string extension method for escaping specific tags - Updated StringView to allow StringComparison options when comparing to a string - Track queue wait times and reasons for exiting the queue
2 Years Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
2 Years Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
2 Years Ago
Restored hibox, protection, mounting logic and corpse
2 Years Ago
Post timings
2 Years Ago
More refined screen shake
2 Years Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
2 Years Ago
wip: Kill sync var tick on object death
2 Years Ago
Clean debug text
2 Years Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
2 Years Ago
Code cleanup Collision damage tweaks
2 Years Ago
Perform type checks on initial sync var generation pass
2 Years Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
2 Years Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
2 Years Ago
BaseRagdoll compile fix
2 Years Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
2 Years Ago
wip: working server -> client syncing
2 Years Ago
wip: Took me a day to realise there were seperate writer methods for client and server
2 Years Ago
Replaced the metal bonk effect for something more appropriate
2 Years Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
2 Years Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
2 Years Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
2 Years Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
2 Years Ago
properly disposing native structures in-editor when stopping play in editor
2 Years Ago
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2 Years Ago
merge from native_mesh_simplification
2 Years Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
2 Years Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
2 Years Ago
merge from ragdolling
2 Years Ago
Physics tweaks, updated grounded checks
2 Years Ago
merge from Twitch_Rivals_24
2 Years Ago
super tea effect changes
2 Years Ago
Revert ProjectSettings
2 Years Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
2 Years Ago
merge from main
2 Years Ago
Merge from localcoord-blend-layer
2 Years Ago
Added talk_06 anim as cinematic gesture
2 Years Ago
deployable target will need a programmer to look over stuff again
2 Years Ago
work around horrible flickering when in 2D editor view
2 Years Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
2 Years Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
2 Years Ago
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2 Years Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
2 Years Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither