193,566 Commits over 4,079 Days - 1.98cph!

2 Months Ago
exported updated crocodile intimidate attack anim
2 Months Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
2 Months Ago
2 Months Ago
Shader and colour refinements. Added hemisphere support
2 Months Ago
Setup a scrolling diagonal material
2 Months 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
2 Months Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
2 Months Ago
Replace assertion with just a warning
2 Months Ago
Fix spine deform not being applied during locomotion
2 Months Ago
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2 Months 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
2 Months Ago
more head rotation during crocodile intimdate attack anim
2 Months Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
2 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
2 Months Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
2 Months Ago
Merge from fix_texture_streaming_2: Assertions
2 Months Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
2 Months Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
2 Months Ago
Moved the code into deploy guide renderer instead
2 Months Ago
fixed seam
2 Months Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
2 Months Ago
re exported crocodile intimidate attack anim
2 Months Ago
merge from main
2 Months Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
2 Months Ago
When placing a sprinkler, a sphere will now be visible indicating its range
2 Months Ago
Added 4K textures and materials for cinematics
2 Months Ago
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2 Months Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
2 Months Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
2 Months Ago
some more minor dirt adjustments
2 Months Ago
Make slashes cause smaller decals than blunt, cause that makes sense
2 Months Ago
Merge from camphysical_taa_support
2 Months Ago
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2 Months Ago
Added client check when checking for taa support to fix server compile errors
2 Months Ago
Blunt effects now support non uniform scaling (skew)
2 Months Ago
Added random rotation modifer to all bullet decals
2 Months Ago
Ensure all stab effects have rotation modifers on them
2 Months Ago
Merge from camphysical_taa_support
2 Months Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
2 Months Ago
Further refinements to slash effects
2 Months Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
2 Months Ago
updated topology masks for jungle ruins, s2p ruins
2 Months Ago
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2 Months Ago
Fixed metal ore scale issues
2 Months Ago
exported crocodile static and run death anims and updated intimidate attack anim
2 Months Ago
Estimate player's velocity clientside if MOVETYPE_NONE Enable `"flammable", "no"` prop interaction Added `drawviewer` field to render.RenderView Loading screen gets data faster when hosting a game Load shaders from THIRDPARTY if not found in BSP or MOD And whitelist "shaders/*.vcs" in workshop addons. Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list. Fix SetFogController being stomped by new fog controller system Added NPC:GetHeadDirection and NPC:GetEyeDirection
2 Months Ago
Added sv_maxvoicepacketsperframe Text parsing: Handle loading/writing \r correctly (Hammer VMF) Hammer: Entity comments allow adding new lines with Enter In Entity Properties window, the Comment field Expand func_precipitation key-value info about custom particles Finish description of sv_maxvoicepacketsperframe Uncheat sv_player_usercommand_timeout and default to 0.5 0.5 is the value GMod originally had Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior. Replace DDrawer :: text with icons Spawnmenu drawers scale the category list So that when the drawer(s) are open the bottom categories are not hidden behind the drawer Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton Revert "Merged some anti usercmd abuse stuff from TF2 SDK" Causes weird issues around the game Fixed CRopeKeyframe having huge serverside bounds when not attached it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box Fixed trigger_remove.OnRemove not working at all Remove sv_autojump as it does nothing Pull Requests * TTT: add ttt_filter_role entity * TTT: Close player volume slider along with scoreboard * Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements * Fixed DButton:SetConsoleCommand() not accepting vararg * New Localisation Phrases Pull Requests * TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die * TTT: Let TTTLastWordsMsg hook override default behaviour * Cleaner server list layout code & Better display on small screens
2 Months Ago
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2 Months Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation