194,335 Commits over 4,079 Days - 1.99cph!

2 Months Ago
merge from trophy_nre
2 Months Ago
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2 Months Ago
merge from puzzle_reset_underground_fix
2 Months Ago
progress on baking normal map/smoothness
2 Months Ago
Added refresh_foliage console command
2 Months Ago
Pixelate censor fixes
2 Months 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
2 Months 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
2 Months Ago
Underwear censor fixes
2 Months Ago
Rebase on /main
2 Months Ago
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
2 Months Ago
Cherry pick live fixes
2 Months 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?
2 Months Ago
revolver setup
2 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
2 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
2 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
2 Months Ago
Merge from fix_texture_streaming_2
2 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
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