139,472 Commits over 4,352 Days - 1.34cph!

Yesterday
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
Yesterday
Updating ladder hatch rig fbx
Yesterday
fixed square frame
Yesterday
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
Yesterday
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Yesterday
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
Yesterday
Adding easter bunny costume cloth asset
Yesterday
Add support for different cell sizes for network group layers
Yesterday
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Yesterday
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Yesterday
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
Yesterday
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Yesterday
Fix ScientistSuitNVGM mask + NRE
Yesterday
Merge: from main
Yesterday
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
Yesterday
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)
Yesterday
remove janky temp sounds
Yesterday
Merge from worldpositiongenerator_optimise_2
Yesterday
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
Yesterday
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Yesterday
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
Yesterday
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Yesterday
3p car passenger idle anim exported
Yesterday
Fixed flickering hair cards in hide skirt
Yesterday
More test prefab changes
Yesterday
Limit watch tower placement to every ~20m
Yesterday
Fixed broken egg suit
Yesterday
Adding burst cloth setup for easter bunny suit
Yesterday
Rustige Egg H - Updated model, reducing number of meshes to 3
Yesterday
updated secret labs chair 3p idle anim
Yesterday
set crypt building skin to correct use stone
Yesterday
some progress on the damaged wing
Yesterday
Disable fallback rendering by default
Yesterday
corpse prefab pickup correct item prefabs references
Yesterday
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Yesterday
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
Yesterday
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
Yesterday
merge from creative_freebuild_fix
Yesterday
apartment door fixes. mip streaming on textures, set srgb to greyscale
Yesterday
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
Yesterday
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
Yesterday
Merge from item_mod_radial_menu
Yesterday
merge from /indirect_instancing
Yesterday
rebase on main
Yesterday
manifest apartment doors and other prefabs in static folder updated
Yesterday
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
Yesterday
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
Yesterday
fixed some pivot issue on door.apartment.b that had it offset compared to others
Yesterday
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
Yesterday
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests