194,228 Commits over 4,079 Days - 1.98cph!

2 Months Ago
incapitate worldmodel, LODs and prefab.
2 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
2 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
2 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
2 Months Ago
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further normal map progress, output directory saving
2 Months Ago
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2 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
2 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
2 Months Ago
Add profiling
2 Months Ago
Remove the previous 160 hard coded item view limit
2 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
2 Months Ago
Unsaved
2 Months Ago
Better vine visual rotation handling, use burst cloth for now
2 Months Ago
Baseline
2 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
2 Months Ago
Rough process for preventing multiple vines from overlapping when parked
2 Months Ago
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Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
2 Months Ago
Merge from main
2 Months Ago
sunkenknife 4k textures and material
2 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
2 Months Ago
update manifest for icon
2 Months Ago
viewmodel prefab setup
2 Months Ago
adjusted sunken knife icon updated prefabs
2 Months Ago
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2 Months Ago
bee_ux_improvements -> main
2 Months Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
2 Months Ago
missing files
2 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
2 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
2 Months Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
2 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
2 Months Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
2 Months Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
2 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
2 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
2 Months Ago
Minor clean ups Update gmod.code-workspace (Remove full paths) Remove player jingles/impulse 202 Fixed DTextEntry autocomplete menu not inheriting skin Prevent potential crashes to do with traces on models Added ip_steam Exit SRCDS (with a message) if GSLT is invalid or expired Added some new options to `render_sprite_trail` `constrain radius to length` and `ignore delta time` Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO Mitigate invalid vehicle scripts causing crashes
2 Months Ago
revert_project_file -> main
2 Months Ago
Correct one
2 Months Ago
2 Months Ago
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
2 Months Ago
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2 Months Ago
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
2 Months Ago
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2 Months Ago
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
2 Months Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
2 Months Ago
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