201,998 Commits over 4,171 Days - 2.02cph!

12 Months Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
12 Months Ago
merge from digitalclock
12 Months Ago
merge from wallpaper - nre fix
12 Months Ago
merge from helicopter_orbitstate_nre
12 Months Ago
merge from gco
12 Months Ago
merge from workshopeditor_improvements
12 Months Ago
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12 Months Ago
merge from pingwarning_fix
12 Months Ago
Fixed loading screen ping warning formatting
12 Months Ago
Made it not loop indefinitely.
12 Months Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
12 Months Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
12 Months Ago
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12 Months Ago
Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models
12 Months Ago
merge from main
12 Months Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
12 Months Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
12 Months Ago
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12 Months Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
12 Months Ago
Skin bundle update
12 Months Ago
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12 Months Ago
Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
12 Months Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
12 Months Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
12 Months Ago
New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window
12 Months Ago
Add: Adding Performance Test Framework(v3.0.3) as a source package While evaluating I discovered a couple issues, so will be patching it over time Tests: wrote a pool perf test, it ran
12 Months Ago
world_update_2/logpile_fixes -> world_update_2
12 Months Ago
Skin update
12 Months Ago
Rebalanced wood pile to 1k with hatchet
12 Months Ago
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Fixed Jackhammer causing RPC Error when used on legacy wood piles
12 Months Ago
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merge from main - rc
12 Months Ago
fixed bird shit decal projecting on decal layer0
12 Months Ago
Heli Error Spam Fix -> Main
12 Months Ago
Revert heli dynamic height Should prevent error spam
12 Months Ago
world_update_2 -> Aux2
12 Months Ago
world_update_2/radioactive_water -> world_update_2
12 Months Ago
Fixed server build error
12 Months Ago
world_update_2 -> Aux2
12 Months Ago
Merge radioactive_water -> world_update_2
12 Months Ago
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12 Months Ago
Added --main container too
12 Months Ago
Merge: from main Tests: built all modes in editor