130,381 Commits over 4,201 Days - 1.29cph!

11 Months Ago
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11 Months Ago
Remove last 3 parameters of engine.WriteSave Hide mat_surfaceid and vgui_drawtree_panelptr Fixed player ragdoll forces always being applied to center Now applies forces to the physics object that was shot. Added timedemo and related convars/concmds to blocked list Add a hack to ensure engine.CloseServer works from start up
11 Months Ago
Converted Screen sub options UI to a prefab. More UI setup. Standardised caps and formating across all graphics options.
11 Months Ago
Clean: remove unused "Profile.cs" script Tests: made sure ditor compiles
11 Months Ago
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11 Months Ago
Update: don't annotate UnityEngine.CoreModule funcs It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops. Tests: tested in editor on Craggy
11 Months Ago
Cant push the siegetower if you are on a drawbridge
11 Months Ago
Update: Reduce default frame count for perf snapshot to 4 Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile Tests: took a snapshot on Craggy in editor - it took 4 frames
11 Months Ago
Update: Reduce main buffer relocations when processing generating json snapshot - Also report total marks instead of max to allow predicting how big the snapshot is in case of failure Will help with reducing GC activity on the server, hopefully also reducing the generation time. Tests: locally on Craggy in editor took a couple snapshots - no issues
11 Months Ago
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
11 Months Ago
Indirect instancing fixes: - Fixed shader compilation error (again) - Fixed infinite loop condition causing application freeze - Fixed colour buffer not being applied due to wrong type causing black building parts - Fixed non-optimized instance buffer updates - Fixed off-by-one bug preventing the very first building part from being rendered - Fixed NullReferenceException when attempting to remove a renderer without a material
11 Months Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
11 Months Ago
Fixed A Bug With The Medieval Metal Double Door Frame Allowing Players To Look Through The Sides Game Manifest Build and Update For Medieval Metal Door Frame
11 Months Ago
Various horse client/server optims
11 Months Ago
mini crossbow viewmodel animations updated
11 Months Ago
Fixed door not being deployable on the Siegetower
11 Months Ago
Ballista Texture Update LOD0 Update
11 Months Ago
Resolved duplicate bone names on draw bridge 1/2/3
11 Months Ago
Reduced TAA history sample's Catmull-Rom filtering to 5 taps instead of 9
11 Months Ago
Bunch more options UI layout
11 Months Ago
Horse: Tweaked force reduction based on slope angle Reduced rider damage when ragdolling Increased leg animator culling distance
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Submitting battering ram hardware rig
11 Months Ago
jungle_ruins_c iteration2
11 Months Ago
Fixed missing namespace error in server build
11 Months Ago
- Fixed wildly inflacted Vending Machine Anayltics when buing multiple purchases - Fixed new vending stats also inflating when buying multiple purchases
11 Months Ago
Manifest
11 Months Ago
Battering ram - Added new driving pose - Added battering ram sit mountpose enum - Added pose to player controller - Set to use new pose in seat prefab
11 Months Ago
adjusted gui slider values
11 Months Ago
merge from main
11 Months Ago
adding the surface type mat for gibs
11 Months Ago
merge from server_baseplayer_optim
11 Months Ago
merge from player_catapulting
11 Months Ago
merge from create_asset_menu
11 Months Ago
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11 Months Ago
merge from scrap_exchange_dynamic_pricing
11 Months Ago
Player dies on impact
11 Months Ago
fixed ore spawns and some tree spawns on tutorial island being off after the cliff update, also fixed a terrain gap with a cliff.
11 Months Ago
Prevent scientists from shooting when they are sprinting After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
11 Months Ago
Make killscientists command also kill new scientists
11 Months Ago
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
11 Months Ago
fixed terrain blend map for Lake_a
11 Months Ago
Re-implemented player catapulting
11 Months Ago
Update spawns in desert mil base dwellings
11 Months Ago
/main/indirect_instancing:
11 Months Ago
battering ram - updated ik hand targets
11 Months Ago
Bake covers for mil desert base
11 Months Ago
Check if there is an instance of the indirect instancing component because apparently it's possible that we add/remove instances when there isn't an active camera.
11 Months Ago
More organising and combining. Deleted now unused menu items and removed their refs in presets.
11 Months Ago
initial ui sign.update.sculpture prefab variant