139,222 Commits over 4,474 Days - 1.30cph!

2 Months Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
2 Months Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
2 Months Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
2 Months Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
2 Months Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
3 Months Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
3 Months Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
3 Months Ago
FPV drone UI WIP & related files.
3 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
3 Months Ago
Use Azure Artifact Signing
3 Months Ago
Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Disable Steam Error Reporting as it is apparently EOL'd by Steam * Crash dumps are now generated by the game, not Steam * Moved crash dumps to crashes/ folder. Resolve 64bit tools not loading Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes
3 Months Ago
merge from /main/hackweek_parented_ddraw
3 Months Ago
merge from /main/hackweek_parented_ddraw
3 Months Ago
merge from main
3 Months Ago
Server compile fix
3 Months Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
3 Months Ago
underwater post effect initial
3 Months Ago
Kamikaze FPV Drone - Added gibs
3 Months Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
3 Months Ago
updated lr300 sprint pose to anim loop
3 Months Ago
bone knife deploy animation update
3 Months Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
3 Months Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
3 Months Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
3 Months Ago
Salvaged icepick anim update
3 Months Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
3 Months Ago
Ensure mountable is killed (again)
3 Months Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
3 Months Ago
illuminated pressure pad; - Lods created - Prefab updated
3 Months Ago
Fixed transforms on playground assets and prefabbed up
3 Months Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
3 Months Ago
Update(tests): add case or command with no args Tests: ran unit tests
3 Months Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
3 Months Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
3 Months Ago
UZI Material changes
3 Months Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
3 Months Ago
van test
3 Months Ago
UZI 9mm LOD0 and Textures
3 Months Ago
UZI 9mm LOD0 and Textures
3 Months Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
3 Months Ago
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
3 Months Ago
Hatchet 3p anim updates
3 Months Ago
Molotov animation and holdtype updates
3 Months Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
3 Months Ago
fixing some flow issues on the damaged side of the apt building
3 Months Ago
apartment_complex_1 s2p
3 Months Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
3 Months Ago
Industrial Torch first pass animations
3 Months Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
3 Months Ago
removing decorative skull from flat medium as it throws errors