161,079 Commits over 4,597 Days - 1.46cph!

11 Months Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
11 Months Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
11 Months Ago
Krieg Backpack respose
11 Months Ago
exported latest paintball gun vm animations
11 Months Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
11 Months Ago
Gingerbread woman repose
11 Months Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
11 Months Ago
This can go I think
11 Months Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
11 Months Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
11 Months Ago
Gingerbread man repose
11 Months Ago
Fix cant start coroutine because object is inactive error
11 Months Ago
quickcraft_improvements -> main
11 Months Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
11 Months Ago
merge from naval_update
11 Months Ago
▌▆▊▋▍█ ▉▊▇▌▍ █▋▇▍ ▍▍ █▉▇▉▇ ▉▉ ▉█▋▋ ▄█▇ ▉▆▇▆▋▉▋ ▅▉▆▌ ▅▅▆▇▆▉▅▍ ▅▅▆▍ ██▋▄ ▅█▋▋ ▊▍██▅█▅▆▇
11 Months Ago
Couple test fixes
11 Months Ago
quick_craft_improvements -> main
11 Months Ago
Minor quick craft button cleanup
11 Months Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
11 Months Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
11 Months Ago
merge from main
11 Months Ago
merge from crosshair_button_release
11 Months Ago
Fix the crosshair preview buttons triggering on pressed instead of released
11 Months Ago
Merge from space_station_weapon_skin
11 Months Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
11 Months Ago
Cherrypick from 139797
11 Months Ago
Cherrypick from 139793
11 Months Ago
Merge from main
11 Months Ago
Merge from naval_update
11 Months Ago
Added admire sounds to the salvaged axe
11 Months Ago
Convert seq_num uint → int
11 Months Ago
rebase on main
11 Months Ago
Merge from main
11 Months Ago
Merge from naval_update/industrial_optim
11 Months Ago
Formatting fixes
11 Months Ago
Rework buffer transfers, all tests now pass
11 Months Ago
Remove unused method PurchaseUpkeepTime(float)
11 Months Ago
Fixed a bunch of tests, buffer transfers still failing
11 Months Ago
merge from solarpanel_tests
11 Months Ago
Added solar panel tests Minor SolarPanel class cleanup
11 Months Ago
Merge from naval_update
11 Months Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
11 Months Ago
merge from fix_console_thread_cancel -> main
11 Months Ago
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
11 Months Ago
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
11 Months Ago
First iteration of easel bars adjusting for painting size, clean up code
11 Months Ago
Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree
11 Months Ago
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
11 Months Ago
merge from main