198,617 Commits over 4,140 Days - 2.00cph!

8 Months Ago
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1 Fixed crashes to do with render groups Minor cleanups Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
8 Months Ago
Fixed NRE in SkeletonEditor
8 Months Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
8 Months Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
8 Months Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
8 Months Ago
Generated code compile errors
8 Months Ago
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
8 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix more potential crash issues to do with particles
8 Months Ago
Removed debug Tweaked prefab rigidbody
8 Months Ago
Better ground alignment
8 Months Ago
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
8 Months Ago
reduce vertex lookups in simplification
8 Months Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
8 Months Ago
chicken coup progress better uvs and mesh. now has hay on the inside too.
8 Months Ago
- Added sync var receive code gen (net read method infered from variable type) - Sync var pooled strings added to manifest
8 Months Ago
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
8 Months Ago
more cleanup, profiling, and some micro optim
8 Months Ago
adjusted strap for improvised shield
8 Months Ago
Smoke grenade / rocket WIP.
8 Months Ago
cherry pick carve radius change
8 Months Ago
dropped carve radius for testing
8 Months Ago
chicken coup model blockout with temp uv's
8 Months Ago
arctic base s2p
8 Months Ago
fixed some floating rock at arctic base
8 Months Ago
fixed glitchy pump pipes on small oilrig
8 Months Ago
updated tutorial island cliffs, rock formations for new style
8 Months Ago
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8 Months Ago
Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders. https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
8 Months Ago
Merge from localcoord-blend-layer
8 Months Ago
Merge from main
8 Months Ago
Merge from main
8 Months Ago
Update: export snapshots into separate folder Makes it easier to build tooling for it Tests: generated an editor snapshot
8 Months Ago
missing readonly access
8 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
8 Months Ago
- SyncVar write and send methods - Start of codegen
8 Months Ago
Fixed .gma whitelist being different between game/gmad Update net.lua - comment typo Add all missing Portal 2 map icons
8 Months Ago
move ApplyBlend4WayLayer into StandardLayers
8 Months Ago
Better jump controls Client head IK tweaks
8 Months Ago
add blend layer support to localcoord diffuse shader
8 Months Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.
8 Months Ago
- BaseNetworkable & EntityComponent methods - Remove ServerManager receive method for now - Fill out client receive method for sync var - Handle message case in Client.Connection
8 Months Ago
- Added attribute (toggleable client authority) - Limit SyncVars to a set of 14 specific types - Static helper methods
8 Months Ago
Horses can jump (wip) Tweaked server colliders
8 Months Ago
- Added packet id - Handle message case in ServerManager - Initial OnSyncVarMessage method
8 Months Ago
Updated vine tree greybox
8 Months Ago
Handbrake so we don't slide down slopes Somewhat working gravity
8 Months Ago
merge from main
8 Months Ago
Baseline Horse movements using physics like vehicles