131,518 Commits over 4,232 Days - 1.29cph!

1 Year Ago
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1 Year Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent
1 Year Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
1 Year Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent ClientSignOnStateChanged is no longer called for HLTV clients util.IsValidModel uses meshcount to determine useless models If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
1 Year Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
1 Year Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
1 Year Ago
- Truncate menu tip text so it doesn't overrun loading screen - Filter rich text tags from menu tip text except color, b, u, and i - Added string extension method for escaping specific tags - Updated StringView to allow StringComparison options when comparing to a string - Track queue wait times and reasons for exiting the queue
1 Year Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
1 Year Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
1 Year Ago
Restored hibox, protection, mounting logic and corpse
1 Year Ago
Post timings
1 Year Ago
More refined screen shake
1 Year Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
1 Year Ago
wip: Kill sync var tick on object death
1 Year Ago
Clean debug text
1 Year Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
1 Year Ago
Code cleanup Collision damage tweaks
1 Year Ago
Perform type checks on initial sync var generation pass
1 Year Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
1 Year Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
1 Year Ago
BaseRagdoll compile fix
1 Year Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
1 Year Ago
wip: working server -> client syncing
1 Year Ago
wip: Took me a day to realise there were seperate writer methods for client and server
1 Year Ago
Replaced the metal bonk effect for something more appropriate
1 Year Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
1 Year Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
1 Year Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
1 Year Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
1 Year Ago
properly disposing native structures in-editor when stopping play in editor
1 Year Ago
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1 Year Ago
merge from native_mesh_simplification
1 Year Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
1 Year Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
1 Year Ago
merge from ragdolling
1 Year Ago
Physics tweaks, updated grounded checks
1 Year Ago
merge from Twitch_Rivals_24
1 Year Ago
super tea effect changes
1 Year Ago
Revert ProjectSettings
1 Year Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
1 Year Ago
merge from main
1 Year Ago
Merge from localcoord-blend-layer
1 Year Ago
Added talk_06 anim as cinematic gesture
1 Year Ago
deployable target will need a programmer to look over stuff again
1 Year Ago
work around horrible flickering when in 2D editor view
1 Year Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
1 Year Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
1 Year Ago
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1 Year Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
1 Year Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither