138,855 Commits over 4,352 Days - 1.33cph!

12 Months Ago
Fixed warning spam when cooking food in the cursed cauldron
12 Months Ago
Fixed meat losing it's stack size when it spoils
12 Months Ago
Fixed hopper removing any item attachments from weapons/armour it picks up The item contents should only be removed if the item is a backpack Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
12 Months Ago
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1 Year Ago
Merge from crocodile
1 Year Ago
Port croc corpse carry ragdoll stability fixes to tiger
1 Year Ago
- Improve crocodile behaviour against static prey - Fix crocodile getting stuck cycling between states when live prey is near food
1 Year Ago
Fix player corpse bouncing a lot when carried by the crocodile
1 Year Ago
Fix croc sliding during zigzag bite
1 Year Ago
merge from large_planter_deployables_fix
1 Year Ago
merge from graphics_ui_doubledigit
1 Year Ago
merge from hbhf_optims
1 Year Ago
merge from lodbias_min_clamp_increase
1 Year Ago
merge from trophy_nre
1 Year Ago
Weapon rack parachute NRE fix
1 Year Ago
Clamped minimum lodbias to 0.5
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Check if player model exists before trying to assign skin variables
1 Year Ago
merge from trophy_nre
1 Year Ago
Fix small trophy player heads not appearing on first time player enters network range
1 Year Ago
Jungle plants progress
1 Year Ago
merge from trophy_nre
1 Year Ago
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1 Year Ago
merge from puzzle_reset_underground_fix
1 Year Ago
progress on baking normal map/smoothness
1 Year Ago
Added refresh_foliage console command
1 Year Ago
Pixelate censor fixes
1 Year Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly
1 Year Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly Merge community provided changes to JellyFish shader to do with $envmap
1 Year Ago
Underwear censor fixes
1 Year Ago
Rebase on /main
1 Year Ago
Cherry pick live fixes
1 Year Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
1 Year Ago
revolver setup
1 Year Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
1 Year Ago
Update: leaving an optim todo idea comment Tests: not applicable
1 Year Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
1 Year Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
1 Year Ago
exported updated crocodile intimidate attack anim
1 Year Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
1 Year Ago
1 Year Ago
Shader and colour refinements. Added hemisphere support
1 Year Ago
Setup a scrolling diagonal material
1 Year Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
1 Year Ago
Replace assertion with just a warning
1 Year Ago
Fix spine deform not being applied during locomotion
1 Year Ago
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1 Year Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests