193,923 Commits over 4,079 Days - 1.98cph!

4 Days Ago
FX
4 Days Ago
Optimisation on jungle concrete walkways (LOD3 bake pending)
4 Days Ago
merge from phraseupdate_improvements
4 Days Ago
Safe deployable
4 Days Ago
Spikes!
4 Days Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
4 Days Ago
Do not try to build this yet
4 Days Ago
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
4 Days Ago
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
4 Days Ago
Server browser, sidebar and start of table
4 Days Ago
Throw a non halting Lua error when hitting Lua file limit So it appears in the problems menu, so the player can know that there is a problem and what it is. Trying to understand why this code causes issues on Linux only This likely fixes the Linux mapload crash (and possibly others) Undo extra debug stuff Minor cleanup Prevent crashes with steamworks lib when called too early on SRCDS it really needs to be queued until its ready, this at least won't crash now. Do not run friendsID check for HLTV clients Fix console spam about sprite orientation when the material is missing Fixed crash to do with env_projected_texture's texture Merged Pull Requests * Remove default return in WorldPickerMouseDisable * Fix lua error with creator tool and missing NPCs Block .vdf and specific .cfg files from file library Minor cleanups Add one more Lua backdoor URL FIxed compile warnings with LuaJIT Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials
5 Days Ago
merge from selectionhistory_improvements
5 Days Ago
Can drag and drop entries
5 Days Ago
fix reversed noise channel order
5 Days Ago
Minor cleanups Disable setting cl_timeout to 45 on load that never worked before Add one more Lua backdoor URL Fix double clicks not invoking VGUIMousePressAllowed Minor whitespace cleanup Fix compile error Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state) Minor cleanups
5 Days Ago
Right clicking an entry only pings it and doesn’t select it
5 Days Ago
Give queue back to the pool if its empty (after sending)
5 Days Ago
merge from selectionhistory_improvements
5 Days Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
5 Days Ago
Fixed bitmask read using too small a bit count
5 Days Ago
Code cleanup
5 Days Ago
Remove client -> server syncvars
5 Days Ago
main -> syncvars
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5 Days Ago
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
5 Days Ago
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
5 Days Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
5 Days Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
5 Days Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
5 Days Ago
Re applied main changes on wicker and bamboo barrel corpses
5 Days Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
5 Days Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
5 Days Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
5 Days Ago
Move Steam item icons from my personal server to files.facepunch.com
5 Days Ago
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5 Days Ago
merge from main
5 Days Ago
merge from networkcache_ownerid_fix
5 Days Ago
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
5 Days Ago
Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state)
5 Days Ago
flaregun blockout
5 Days Ago
Rotation easing + fixes
5 Days Ago
revert accidental change
5 Days Ago
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
5 Days Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
5 Days Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
5 Days Ago
RustCraft
5 Days Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
5 Days Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
5 Days Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions