144,576 Commits over 4,413 Days - 1.37cph!

2 Months Ago
Adjusting pivot position of trinagle ladder hatch collider mesh
2 Months Ago
triangle frame
2 Months Ago
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
2 Months Ago
armoured ladder hatch triangle frame
2 Months Ago
corrected suare frame
2 Months Ago
Skinning fix for krieg hazmat backpack straps
2 Months Ago
Re-enable RW on 5 meshes used by particle systems
2 Months Ago
merge from hackweek_server_mesh_cull
2 Months Ago
progress on the damaged wing, some set dressing
2 Months Ago
apartment bulding concrete debris prefabs and models
2 Months Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
2 Months Ago
subsurface birp wrap
2 Months Ago
Switch to easter event UI Fix exception on egg LOD component
2 Months Ago
Merge from wiretool_rpcflood_fix
2 Months Ago
Merge from shipping_container_skin_frames_fix
2 Months Ago
Merge from storage_box_dlc_corpse_references
2 Months Ago
Shields now switch to a smaller collider when RMB isn't being held
2 Months Ago
Merge from auto_particle_cinematics
2 Months Ago
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
2 Months Ago
Update prefab with latest model, still has issues
2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
2 Months Ago
Remove BuildMapServer test method
2 Months Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
2 Months Ago
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
2 Months Ago
Updating ladder hatch rig fbx
2 Months Ago
fixed square frame
2 Months Ago
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API
2 Months Ago
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
2 Months Ago
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
2 Months Ago
Adding easter bunny costume cloth asset
2 Months Ago
Add support for different cell sizes for network group layers
2 Months Ago
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2 Months Ago
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2 Months Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
2 Months Ago
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2 Months Ago
Fix ScientistSuitNVGM mask + NRE
2 Months Ago
Merge: from main
2 Months Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
2 Months Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
2 Months Ago
remove janky temp sounds
2 Months Ago
Merge from worldpositiongenerator_optimise_2
2 Months Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
2 Months Ago
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2 Months Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
2 Months Ago
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2 Months Ago
3p car passenger idle anim exported
2 Months Ago
Fixed flickering hair cards in hide skirt
2 Months Ago
More test prefab changes