257,568 Commits over 4,018 Days - 2.67cph!

Yesterday
sunkenknife 4k textures and material
Yesterday
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
Yesterday
update manifest for icon
Yesterday
viewmodel prefab setup
Yesterday
adjusted sunken knife icon updated prefabs
Yesterday
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Yesterday
bee_ux_improvements -> main
Yesterday
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
Yesterday
missing files
Yesterday
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
Yesterday
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
Yesterday
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
Yesterday
Minor quest balancing Fix tooltips clipping off the top of the screen Networking interactable and placeable fixes Only run console commands in the editor Direct To Storage skill networking fix Added chat bubbles above players when they speak https://files.facepunch.com/CarsonKompon/2025/March/10_16-56-InternationalAllensbigearedbat.mp4
Yesterday
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
Yesterday
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
Yesterday
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)
Yesterday
Clean: replace a magic number with a named constant Tests: unit tests
Yesterday
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
Yesterday
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
Yesterday
Interpolate beam target
Yesterday
Networked applied force
Yesterday
revert_project_file -> main
Yesterday
Correct one
Yesterday
Yesterday
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
Yesterday
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Yesterday
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.
Yesterday
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Yesterday
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Yesterday
Gluon Gun: Reduced base damage from 12.5 to 10
Yesterday
GluonWeapon: If valid, draw box around target
Yesterday
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
Yesterday
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Yesterday
Files for deployment zone visualization.
Yesterday
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
Yesterday
merge from fix_spawnitem_ownership -> main
Yesterday
Fix ownership issues with different crafting stations Made Easy Access skill work on more stations and fixed some more networking issues
Yesterday
Fix item ownership not applying when using `spawnitem` command
Yesterday
Merge from vram_budget: Experimental new texture streaming
Yesterday
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
Yesterday
merge from ownership_barrel_fix -> main
Yesterday
Fix item ownership not applying to items from barrels
Yesterday
Add a tip telling you what to do if you're attacked by bees
Yesterday
Apply "Make All Streamable" to 8294 textures
Yesterday
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
Yesterday
Quadrupled gluon gun range