125,591 Commits over 4,171 Days - 1.25cph!

9 Months Ago
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9 Months Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
9 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
9 Months Ago
Remove new detail metallic map from decals to stop errors for now
9 Months Ago
reverting 108949 - caused compilation issues
9 Months Ago
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9 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
9 Months Ago
Clean: further comments Tests: none, trivial change
9 Months Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
9 Months Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
9 Months Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
9 Months Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
9 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
9 Months Ago
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9 Months Ago
Remove redundant allies vislog
9 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
9 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
9 Months Ago
Combining back wheel of ballista base
10 Months Ago
ruin_a backup
10 Months Ago
merge from fix_swamp_water_reflection
10 Months Ago
prepatch phases, codegen and manifest
10 Months Ago
Fixed asset labels on all new shields, manifest
10 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
10 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
10 Months Ago
Update attack loops on reinforced shield
10 Months Ago
One more delete
10 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
10 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
10 Months Ago
Horse proper headlook setup, disabled old headlook
10 Months Ago
Horse mountable blend tree tweaks
10 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
10 Months Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
10 Months Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
10 Months Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
10 Months Ago
Rider galloping pose
10 Months Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
10 Months Ago
Merge from scrap_exchange_dynamic_pricing
10 Months Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
10 Months Ago
Merge from main
10 Months Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
10 Months Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
10 Months Ago
prefab progress
10 Months Ago
Merge from simple_upgrade
10 Months Ago
Can't upgrade after recent damage
10 Months Ago
Fixed missing animator param warning when reloading the ballista
10 Months Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
10 Months Ago
Prevent temp ragdoll player instigated dismounts
10 Months Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
10 Months Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
10 Months Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound