131,231 Commits over 4,232 Days - 1.29cph!

5 Minutes Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
15 Minutes Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
39 Minutes Ago
Forgot to commit changes from yesterday, added a score HUD
1 Hour Ago
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
1 Hour Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
2 Hours Ago
Entered commands always generate a new timestamp
2 Hours Ago
Put console command input box at the very bottom of the window
2 Hours Ago
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
2 Hours Ago
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
3 Hours Ago
Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
3 Hours Ago
Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
4 Hours Ago
Console null check, removed unused vars
4 Hours Ago
Developer tools tab init fix Console UI NRE fix
4 Hours Ago
Pressing enter with the item tab open focus on the search bar Updated search bar styling
4 Hours Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
4 Hours Ago
Fixed a bunch of console order of execution errors now that we do init in a different place
4 Hours Ago
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
4 Hours Ago
Pressing tab with F1 menu open cycle through all the tabs
5 Hours Ago
Added HasConsoleInput()
5 Hours Ago
Deer skull mask repose
5 Hours Ago
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
5 Hours Ago
Clean: get rid of debug logs Tests: none, trivial change
Today
npc_missiledefense model + code adjustments * works better now Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
6 Hours Ago
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
6 Hours Ago
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
6 Hours Ago
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
6 Hours Ago
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
6 Hours Ago
Ensure input is displayed brighter than logs
6 Hours Ago
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
Today
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
Today
Added "Equip" button for wearable items Added giveequip command Works half of the time, it can't swap existing items currently
Today
simple modders red puzzle prefab
Today
Final cliff placement.
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Floating cities scene2prefab
Today
merge from vehicle_large
Today
merge from boat_building
Today
slick ball arcade game updated the game board and tweaked light positions and added sunken submarine backlit lights prefab balls per game increased
Today
compile fixes
Today
breaking BaseSculpture down into multiple files, getting unmanageable
Today
Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
Today
merge from pointgrid_to_sdf
Today
small cleanup
Today
Slightly broken attempt at parallelizing ball collisions
Today
Added `applygenes` admin command - applies a given gene sequence to the clone/seed in your hands
Today
Add stair specific deploy volume (was using u shaped stairs as a placeholder)
Today
Today
Item list tab: - Added Recents tab, holds the recently used items - Added a scrollbar - Fixed some bugs
Disable per item heights when a grid is used Fixed visibility calculations still expecting fixed height - use accumuative per row Use row math for height and spacing
Today
Clean: logic refactor in prep for multiple view support Tests: viewed BasePlayer::BoxTest