140,592 Commits over 4,352 Days - 1.35cph!

12 Days Ago
Skinning fix for krieg hazmat backpack straps
12 Days Ago
Re-enable RW on 5 meshes used by particle systems
12 Days Ago
merge from hackweek_server_mesh_cull
12 Days Ago
progress on the damaged wing, some set dressing
12 Days Ago
apartment bulding concrete debris prefabs and models
12 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
12 Days Ago
subsurface birp wrap
12 Days Ago
Switch to easter event UI Fix exception on egg LOD component
12 Days Ago
Merge from wiretool_rpcflood_fix
12 Days Ago
Merge from shipping_container_skin_frames_fix
12 Days Ago
Merge from storage_box_dlc_corpse_references
12 Days Ago
Shields now switch to a smaller collider when RMB isn't being held
12 Days Ago
Merge from auto_particle_cinematics
12 Days Ago
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)
12 Days Ago
Update prefab with latest model, still has issues
12 Days Ago
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12 Days Ago
Merge from main
12 Days Ago
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
12 Days Ago
Remove BuildMapServer test method
12 Days Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
12 Days Ago
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
12 Days Ago
Updating ladder hatch rig fbx
12 Days Ago
fixed square frame
12 Days Ago
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
12 Days Ago
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
12 Days Ago
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
12 Days Ago
Adding easter bunny costume cloth asset
12 Days Ago
Add support for different cell sizes for network group layers
12 Days Ago
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12 Days Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
12 Days Ago
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12 Days Ago
Fix ScientistSuitNVGM mask + NRE
12 Days Ago
Merge: from main
12 Days Ago
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
12 Days Ago
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)
12 Days Ago
remove janky temp sounds
12 Days Ago
Merge from worldpositiongenerator_optimise_2
12 Days Ago
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
12 Days Ago
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12 Days Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
12 Days Ago
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12 Days Ago
3p car passenger idle anim exported
12 Days Ago
Fixed flickering hair cards in hide skirt
12 Days Ago
More test prefab changes
12 Days Ago
Limit watch tower placement to every ~20m
12 Days Ago
Fixed broken egg suit
12 Days Ago
Adding burst cloth setup for easter bunny suit
12 Days Ago
Rustige Egg H - Updated model, reducing number of meshes to 3
12 Days Ago
updated secret labs chair 3p idle anim