198,704 Commits over 4,140 Days - 2.00cph!

8 Months Ago
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8 Months Ago
Added 2 new spawnflags to env_player_surface_trigger Do not IsValid the ident in hook.Add/Remove The check was added solely to print an error for invalid types, but NULL entity is still an entity
8 Months Ago
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8 Months Ago
Fixed 32bit builds crashing when creating decals on certain models
8 Months Ago
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8 Months Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent
8 Months Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
8 Months Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent ClientSignOnStateChanged is no longer called for HLTV clients util.IsValidModel uses meshcount to determine useless models If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
8 Months Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
8 Months Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
8 Months Ago
- Truncate menu tip text so it doesn't overrun loading screen - Filter rich text tags from menu tip text except color, b, u, and i - Added string extension method for escaping specific tags - Updated StringView to allow StringComparison options when comparing to a string - Track queue wait times and reasons for exiting the queue
8 Months Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
8 Months Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
8 Months Ago
Restored hibox, protection, mounting logic and corpse
8 Months Ago
Post timings
8 Months Ago
More refined screen shake
8 Months Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
8 Months Ago
wip: Kill sync var tick on object death
8 Months Ago
Clean debug text
8 Months Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
8 Months Ago
Code cleanup Collision damage tweaks
8 Months Ago
Perform type checks on initial sync var generation pass
8 Months Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
8 Months Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
8 Months Ago
BaseRagdoll compile fix
8 Months Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
8 Months Ago
wip: working server -> client syncing
8 Months Ago
wip: Took me a day to realise there were seperate writer methods for client and server
8 Months Ago
Replaced the metal bonk effect for something more appropriate
8 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
8 Months Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
8 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
8 Months Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
8 Months Ago
properly disposing native structures in-editor when stopping play in editor
8 Months Ago
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8 Months Ago
merge from native_mesh_simplification
8 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
8 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
8 Months Ago
merge from ragdolling
8 Months Ago
Physics tweaks, updated grounded checks
8 Months Ago
merge from Twitch_Rivals_24
8 Months Ago
super tea effect changes
8 Months Ago
Revert ProjectSettings
8 Months Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
8 Months Ago
merge from main
8 Months Ago
Merge from localcoord-blend-layer
8 Months Ago
Added talk_06 anim as cinematic gesture
8 Months Ago
deployable target will need a programmer to look over stuff again
8 Months Ago
work around horrible flickering when in 2D editor view
8 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case