194,338 Commits over 4,079 Days - 1.99cph!

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
2 Months Ago
updated croc ragdoll prefab to look less goofy.
2 Months Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
2 Months Ago
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain - Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
2 Months Ago
Added TAA support to cam physical
2 Months Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
2 Months Ago
merge from fogmachine_optim
2 Months Ago
merge from cwb_kettle_harvesting_tea
2 Months Ago
merge from recipelist_reorder
2 Months Ago
merge from Item_Descriptions_update
2 Months Ago
merge from consumable_gene_info
2 Months Ago
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2 Months Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
2 Months Ago
Have croc exit dive if it happens to move out of the water
2 Months Ago
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2 Months Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
2 Months Ago
▍▌▆▊▋▅▍█ ▄▄▇▍███▄▉▅▊▅▇▌▇▊▆▄ ▄▅▄▉ (▄▌▋▇▆▅▍▋▍▄) █▉▉▌▉▌▋▋ ▆▍▅▉▌▉ ▇▄▉ ▉█▊▅▌/▇▉▄█ - ▆▅▆▇▅▋▅ ▊▋▌ ▇█▅ ▇▆▆▌ ▅▇█▄▆▄▅▉▇▇ ▆▍ ▉▅▄▌▄▊▉ ▉▍▋▇▇▆▋ █▋▅█▄▇▌ ▄▆▅▊, █▍▅ ▄▋▋ █▍▋▅▋
2 Months Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
2 Months Ago
merge from main
2 Months Ago
merge from main (115898)
2 Months Ago
Merge from main
2 Months Ago
Fix error because of OnValidate firing during gameplay
2 Months Ago
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
2 Months Ago
merge from graphics_settings_extra_tooltips
2 Months Ago
merge from crafting_slots_rolls
2 Months Ago
merge from beehive_hammer_pickup_hotfix
2 Months Ago
merge from bee_occasional_fire_fix (what a bug)
2 Months Ago
merge from bee_nuclei_grade_fix
2 Months Ago
merge from ragdoll_squeezing_fixes