155,856 Commits over 4,536 Days - 1.43cph!

2 Years Ago
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merge from pingwarning_fix
2 Years Ago
Fixed loading screen ping warning formatting
2 Years Ago
Made it not loop indefinitely.
2 Years Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
2 Years Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
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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
2 Years Ago
merge from main
2 Years Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
2 Years Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
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2 Years 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
2 Years Ago
Skin bundle update
2 Years Ago
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2 Years 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
2 Years 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
2 Years 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)
2 Years 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
2 Years 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
2 Years Ago
world_update_2/logpile_fixes -> world_update_2
2 Years Ago
Rebalanced wood pile to 1k with hatchet
2 Years Ago
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Fixed Jackhammer causing RPC Error when used on legacy wood piles
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fixed bird shit decal projecting on decal layer0
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Heli Error Spam Fix -> Main
2 Years Ago
Revert heli dynamic height Should prevent error spam
2 Years Ago
world_update_2/radioactive_water -> world_update_2
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Fixed server build error
2 Years Ago
Merge radioactive_water -> world_update_2
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Added --main container too
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Merge: from main Tests: built all modes in editor
2 Years Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
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Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
2 Years Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
2 Years Ago
Polish and budget NPC hearing, reduce charge range
2 Years Ago
Radtown no build increased Dropzone position change S2P
2 Years Ago
softened canyon_a pinch
2 Years Ago
removed hurt volume from the frontier gate
2 Years Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
2 Years Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks