userandrecancel

10,525 Commits over 4,201 Days - 0.10cph!

7 Years Ago
Upgraded BeamGeometry from VolumetricLightBeam to 2019.1
7 Years Ago
Upgraded DepthOfField to 2019.1
7 Years Ago
7 Years Ago
Fixed some issues with skin unloading Added itemskinunload convar (currently disabled by default)
7 Years Ago
Only run skin reset / apply on entities that have a model (i.e. not held entities)
7 Years Ago
Updated M39 material to specular workflow (for skins)
7 Years Ago
Skin unloading baseline
7 Years Ago
Fixed riot hat skinnable entity reference
7 Years Ago
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7 Years Ago
Skin bundle update
7 Years Ago
Disabled pooling on player ragdolls (attempt to curb the ragdoll space program)
7 Years Ago
Workshop UI supports metallic workflow
7 Years Ago
Server fall failsafe to ensure it never moves upwards
7 Years Ago
Server side fall spherecast starts at player center point to avoid falling through objects under certain conditions
7 Years Ago
Decreased effect pool size again
7 Years Ago
Increased projectile pool size
7 Years Ago
Increased effect pool size
7 Years Ago
Optimized Model.FindBone (particularly during continuous gunfire)
7 Years Ago
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7 Years Ago
Disabled graphics jobs on Linux (crash fix)
7 Years Ago
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7 Years Ago
Subtracting 33326 for now
7 Years Ago
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7 Years Ago
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7 Years Ago
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7 Years Ago
Player model bone remapping optimizations
7 Years Ago
Muzzle flash performance test convar
7 Years Ago
Third attempt to fix entity registry issue (maintaining legacy behaviour)
7 Years Ago
Enabled pooling on player corpse entity and ragdoll object
7 Years Ago
Profiling
7 Years Ago
Optimized SkinnedMultiMesh.UpdateLODGroup
7 Years Ago
Fixed entity registry issues when entity is destroyed
7 Years Ago
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7 Years Ago
Added poolable component to party hat
7 Years Ago
Added poolable component to scarecrow outfit, wearable barrel and dragon mask
7 Years Ago
Added poolable component to burlap gloves, roadsign gloves and tactical gloves
7 Years Ago
Jenkinsfile
7 Years Ago
Player server fall uses MovePosition instead of setting transform.position and calling a network update directly Player client cycle runs every frame for sleepers that are falling (smooth player model position update)
7 Years Ago
Added debris to all wall frame inserts to block placement of new wall frame inserts for 30 seconds after they have been destroyed
7 Years Ago
Subtracting 33361 (test)
7 Years Ago
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
7 Years Ago
Unload certain large static prefabs after loading the map
7 Years Ago
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)
7 Years Ago
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7 Years Ago
Added debris to walls and doors to block placement of new walls and doors for 30 seconds after they have been destroyed
7 Years Ago
Added debris entity system to block placement of new entities after an entity has been destroyed (debrisdespawn convar, default=30s)
7 Years Ago
Prefab ID fixes
7 Years Ago
Added TerrainDistanceMap to CraggyIsland as a test
7 Years Ago
Added TerrainDistanceMap
7 Years Ago
Added EncodeVector2i / DecodeVector2i to BitUtility