243,947 Commits over 3,898 Days - 2.61cph!

2 Months Ago
merge from wallpaper
2 Months Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
2 Months Ago
merge from digitalclock
2 Months Ago
merge from wallpaper - nre fix
2 Months Ago
merge from helicopter_orbitstate_nre
2 Months Ago
merge from gco
2 Months Ago
merge from workshopeditor_improvements
2 Months Ago
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2 Months Ago
merge from pingwarning_fix
2 Months Ago
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
2 Months Ago
balance, submit score leaderboard adjust menu card hover bounds
2 Months Ago
Fixed loading screen ping warning formatting
2 Months Ago
Made it not loop indefinitely.
2 Months Ago
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
2 Months Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
2 Months Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
2 Months Ago
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2 Months Ago
bucket scale fix
2 Months Ago
Increase connection pool Optimize dbcontext in find Make reading news less offensive on mobile
2 Months Ago
merge from main
2 Months Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
2 Months Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
2 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
2 Months Ago
Live preview test Live preview cleanup, fade https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4 LivePreview fixes Search widget Get rid of live preview, not a good idea right now
2 Months Ago
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2 Months Ago
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used Strip D_WRITE_DEPTH_MASKS from the rest
2 Months Ago
Update .gitignore
2 Months Ago
bucket paint leak repetition fix
2 Months Ago
bucket dented normals
2 Months Ago
dented normals on bucket
2 Months Ago
Add paint bucket to map
2 Months Ago
More forgiving ledge grab threshold
2 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
2 Months Ago
Skin bundle update
2 Months Ago
No more one-frame lag for ledge detection/movement
2 Months Ago
Remove debug draw
2 Months Ago
No air dash, double jump when holding ledge
2 Months Ago
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2 Months Ago
Only allow grabbing ledges
2 Months Ago
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
2 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
2 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
2 Months Ago
Backport some ledge climbing, you can climb up anything right now
2 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)
2 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
2 Months Ago
Removed some hud fluff
2 Months Ago
Tweak sliding to be less shit, and also simpler
2 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
2 Months Ago
Can add code blocks to news