125,634 Commits over 4,171 Days - 1.26cph!

11 Months Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
11 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
11 Months Ago
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11 Months Ago
Fix animals walking through crates and barrels
11 Months Ago
Fix wooden covers not carving navmesh
11 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
11 Months Ago
setting up metal shield viewmodel
11 Months Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
11 Months Ago
Activated towing on all siege weapons
11 Months Ago
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11 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
11 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
11 Months Ago
4 shot mini crossbow folder setup & basic blockout / grey box
11 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
11 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
11 Months Ago
Merge: from main Tests: none
11 Months Ago
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11 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
11 Months Ago
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11 Months Ago
- ▄██▍█ ▊▆▋█▇█▊▋▇▅ ▇▍ █▇▆▉▅▊▄▇▅ ▇▌█-█▆▅▆▊▌▋▇▄▍ ▇▍▉▅▌▅ █▌ ▍▆▆▇▄▊▉▅▍▌▇▉▆▆█▇▍▄ - ▇█▅▉█▍▌ █▍▆▄▍ ▌▍▌▇█▉▅ ▅▆█▊█▌ ▍▍ █▋▅▉▅ ▆▋▋▄▊█_▌▆█▊▋▇▅▍ ▍█▋▌▌▌ ▆▌ ▌▌▋▊▊█ (▄█▋▌▋ ▌▋▅▅▋▊▍▊▌▊▉▋▇ ▆▍▍▉▋▌▇▊▍▇ ▌▍▆▍ ▋█▆▄▍▌ ▉▇▆▌▆▍▅ ▌▆▇▆▇▄ ██▋-▉█▊▍█▄▌▇▆▆) - █▋▆ ▆▉▉▊▌▋▍▊_▄▇▋▊▉█_▉▅▉▌▋ ▉▍▌▌█▄█▉█ ▌▊▄██▉ ▍▌ ▋▋▅▋█▅█▄▍▆ ▍▉▇▆▋▇▋ ▅▇▇▋▄▊█ ▅▉▌█▇▆▅▍▉▋▇▋ ▊▄▅▌█▋ (█▋█▄▅▉ ▌▊▋▇▆▉▅▊ ▄▋▉▍▆▄▋ ▊▅▄▍▉▌▍▊▊ ▍▉ ▍▍▊▌▍▅)
11 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
11 Months Ago
Updated Wooden Shield Textures Updated Wooden Shield World Model and View Model to have better strap positions
11 Months Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
11 Months Ago
Rig V3 setup
11 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
11 Months Ago
Restrcting player seeds to single model for now
11 Months Ago
Update: Log TreeManager's treaming grid dimension on init - Available as part of Network level 1 logging Tests: booted in editor with server-only mode
11 Months Ago
Merge: from main Tests: editor boot
11 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
11 Months Ago
Update: Use RustLog instead of debug log in TreeManager - Also fixed a minor bug that would not display full timing accuracy for old method - Moved logs to level 1 of Network (was 2) Tests: enabled network logs and tried with tree streaming enabled/disabled
11 Months Ago
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch) Tests: none, trivial change
11 Months Ago
Optim: avoid StopWatch allocations via Pooling Tests: on Craggy flew out until only impostors visible
11 Months Ago
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11 Months Ago
exported wolf swim animation
11 Months Ago
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11 Months Ago
Clean: updated a comment implying a potential bug - it was wrong Tests: none, trivial change
11 Months Ago
Polish on catapult. Fixed missing material slot on catapult entity
11 Months Ago
Update: TreeManager's grid is defined by cell size - Exposed via TreeManager.CellSize convar (takes effect at boot only) - Reorganized code a smidge to reduce how scattered a bunch of info was Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
11 Months Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
11 Months Ago
reinforced wooden shield viewmodel
11 Months Ago
battering ram temporary greybox
11 Months Ago
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11 Months Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms
11 Months Ago
Hook up accessibility color options
11 Months Ago
Cleanup and fix debug spam
11 Months Ago
Hook up options menu