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

10 Months Ago
Codegen
10 Months Ago
Progress
10 Months Ago
Merge from main -> runtime_profiling_pooling
10 Months Ago
Merge from world_update_2
10 Months Ago
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
10 Months Ago
Episodic models for Combine Dropship and Mossman They should contain all animations for all 3 games.
10 Months Ago
merge from runtime_profiling_raknet -> main
10 Months Ago
Run codegen after merge
10 Months Ago
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
10 Months Ago
temporary manual z-test
10 Months Ago
Only drop physics gun held props from Lua
10 Months Ago
Merge from main -> runtime_profiling_raknet
10 Months Ago
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
10 Months Ago
TerrainCheckGeneratorVolumes takes an optional offset
10 Months Ago
incremental updates, respond to texsize change in editor
10 Months Ago
Pull Requests Fixed Lua error in TTT introduced by a previous PR Improved TTT's Spanish localization Micro optimization for GWEN.CreateTextureBorder and related functions
10 Months Ago
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset) 3p entity - updated flashlight attachment position
10 Months Ago
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10 Months Ago
Unblock 'mp_flashlight' in menu state Autorefresh weapons in spawnmenu Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically. Remove respawn_entities concommand We have gmod_admin_cleanup
10 Months Ago
- ▊▅▇ ▄▅▄▌▍▅▊▍▊█ ▊▉█▍▆█▍▊ ▍██▇▅▇▊▉▌█ ▆▇ ▍▉▍▇▅▍▌▉██ ▋▇▉▋▉, ▅▅▉▌▍▋▇▋ ▋▍▊▄▋▅█▆▅▊▆ ▉▄ ▊▄▌▆ ▉▇▅█▋▅/▌█▋█ ▇▇▊▇▉▉ ▌▅██▍▅ - ▇▄▅ ▉▊▆▅▉▉▄▊▊ ▇█ ▆▇▄▌▌▊▍ ▋▄▍▉▆▋, ▍▆█▊█▆█▍ ▄▆▅█▉▆▆▍▆▊▄ ▄▅ ▆▉▅▉▊▇▅▊▍ ▆▍▇▉▅▇
10 Months Ago
Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
10 Months Ago
▄▋▌▍ ▍▋▉█▉▌ ▇▋▄▄▄▇▌ - ▅▇▍▍▊▊▊ ▌▍▄▉▅▌ ▊▍ ▇▌▌▊▆▋▅▄▋▄ ▉▅▊▅▍ █▊█▍▉ - ▆▋▇▇▅ '▆▄▄▊▄ ▆▊ ▅▇▇▆▅▇' ▄▅▍▆▆▌ ▄█ ▍▋▍▉▌▊▌ ▄▋▉██▉ ▄▊ ▅▇ ▊▋▍ ▍▇▋▋▇▆█ ▋▉▍▉▉▆ ▊▆▇▄▅▅▊▋ ▅▊▌▌▋▋▄▉ ▌▍▉▄▅█▊▍▅▆ ▉▆▅█▋▄▌ ▅▍▌▇▄▆▉▅▅ ▌▋▍▍ - ▉▉▇▆▋ '▄▍█▅▆▉ ▇▍▌▉█▊▋▌▋ ▍▉▌▆▆▌▊▄' ▍▄▊▌▄▅ ▊▄ ▌▍▊▊▄█▄▋▆▍ ▄█▍▋█▄ ▌▅ ▄▄ ▋▅▍ ▍▇▌▉▄▉▋▇ '▋▅▉▉▋ ▄▅▊█▉▅' ▍▇▋▆▅▅
10 Months Ago
Radtown: Enabled mesh collider on toxic water surface Raised second radioactive water source to extend higher up S2P
10 Months Ago
Merge: from pool_container_telem Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
10 Months Ago
Some changes on the new radioactive body drinking detection. Closer.
10 Months Ago
Buildfix: properly exclude command from non-editor builds Tests: built all modes in editor. Built standalone server.
10 Months Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
10 Months Ago
Fixed radioactive water poisoning sound trying to access a higher index by accident
10 Months Ago
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
10 Months Ago
Fixed broken bota bag prefab Ensured it has correct container to support rad water
10 Months Ago
Update: added editor-only print_memory_overhead cmd - Marked that it gives estimates, not accurate results Tests: ran on craggy - got simlar results to print_memory
10 Months Ago
Fixed wood piles being set as ore
10 Months Ago
world_update_2 -> radioactive_water
10 Months Ago
Tweak incapacitate vision block duration. Add fade in/out for effect.
10 Months Ago
Update: print extra mem held by containers in Pool Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
10 Months Ago
-Shield Texture tweaks
10 Months Ago
Update: Pool can track container capacity memory overhead - Implemented as an editor-only feature to avoid adding overhead in release I needed to confirm that we don't keep around giant lists/buffers in the pool. Tests: entered play mode in editor
10 Months Ago
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
10 Months Ago
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10 Months Ago
Added TargetCountWorldSizeMultiplier to PlaceMonuments Reduced lake target count from 2 to 1 for small maps
10 Months Ago
Additional checks for ice sheets to avoid rivers
10 Months Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
10 Months Ago
Fixed some additional oddities where rivers meet ocean
10 Months Ago
Fixed several GenerateOceanTopology oversights
10 Months Ago
-Shield Prefabs
10 Months Ago
-Shield world model prefab + LOD and pivot changes
10 Months Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
10 Months Ago
Fix fireball isStationary compile error when compiling in None mode
10 Months Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
10 Months Ago
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands