139,538 Commits over 4,352 Days - 1.34cph!

Yesterday
apartment bulding concrete debris prefabs and models
Yesterday
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Yesterday
subsurface birp wrap
Yesterday
Switch to easter event UI Fix exception on egg LOD component
Yesterday
Merge from wiretool_rpcflood_fix
Yesterday
Merge from shipping_container_skin_frames_fix
Yesterday
Merge from storage_box_dlc_corpse_references
Yesterday
Shields now switch to a smaller collider when RMB isn't being held
Yesterday
Merge from auto_particle_cinematics
Yesterday
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Yesterday
Update prefab with latest model, still has issues
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Yesterday
Remove BuildMapServer test method
Yesterday
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
Yesterday
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
Yesterday
Updating ladder hatch rig fbx
Yesterday
fixed square frame
Yesterday
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API
Yesterday
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Yesterday
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Yesterday
Adding easter bunny costume cloth asset
Yesterday
Add support for different cell sizes for network group layers
Yesterday
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Yesterday
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Yesterday
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
Yesterday
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Yesterday
Fix ScientistSuitNVGM mask + NRE
Yesterday
Merge: from main
Yesterday
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
Yesterday
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
Yesterday
remove janky temp sounds
Yesterday
Merge from worldpositiongenerator_optimise_2
Yesterday
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
Yesterday
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Yesterday
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
Yesterday
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Yesterday
3p car passenger idle anim exported
Yesterday
Fixed flickering hair cards in hide skirt
Yesterday
More test prefab changes
Yesterday
Limit watch tower placement to every ~20m
Yesterday
Fixed broken egg suit
Yesterday
Adding burst cloth setup for easter bunny suit
Yesterday
Rustige Egg H - Updated model, reducing number of meshes to 3
Yesterday
updated secret labs chair 3p idle anim
Yesterday
set crypt building skin to correct use stone
Yesterday
some progress on the damaged wing
Yesterday
Disable fallback rendering by default
Yesterday
corpse prefab pickup correct item prefabs references