155,759 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
2 Months Ago
halloween costume mat setup
2 Months Ago
Added rabbit test asset, textures, animations, model, prefab and materials ready for testing.
2 Months Ago
halloween costume prefab conditionals
2 Months Ago
LOD stages for stacked desks monument blocker
2 Months Ago
viewmodel settings fixes
2 Months Ago
Viewmodel for halloween costume
2 Months Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
Rin
2 Months Ago
merge from ClanActionResult_leak
Rin
2 Months Ago
merge from bannotification_date_fix
Rin
2 Months Ago
merge from raidwindow_convar_fix
Rin
2 Months Ago
merge from skinviewer_charms_fix
2 Months Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
2 Months Ago
optim: merge modules, running a bunch of anim jobs seems stupid expensive
2 Months Ago
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
2 Months Ago
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
2 Months Ago
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
2 Months Ago
Cache estimated velocity in position lerp
2 Months Ago
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
2 Months Ago
Added wallpapers support to the skin viewer
2 Months Ago
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
2 Months Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
2 Months Ago
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2 Months Ago
merge from cui_fadeout_fix
2 Months Ago
Another potential fix to CUI fadeout Invoke not firing Reverted previous attempts
2 Months Ago
Bugfix: ensure rendering camera is facing same direction as apt cctv camera Tests: rented 602, looked into it - more stuff rendered
2 Months Ago
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2 Months Ago
Implement ENTITY:OnTraceAttack for `ai` and `anim` type SENTs Minor cleanups Merged Pull Requests * Added dormancy check to gmod_light * Refactor cleanup tool UI to be more self contained * Update undo UI code to be more self contained and flicker less on refresh (not a PR) * TTT: Fix prepare state hooks running before map cleanup * Optimize path functions in string library * TTT: Use DistToSqr instead of Distance where possible * Micro optimizations for the menu * use ents.Iterator instead of ents.GetAll in a couple of places
2 Months Ago
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2 Months Ago
Founders Door - texture update, lods, icon
2 Months Ago
Fix code files affected by the asset subtract
2 Months Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
2 Months Ago
Merge: from main
2 Months Ago
Clean: get rid of OcclusionCulling.DebugFilter We already had DebugMask that represented exactly the same Tests: compiles
2 Months Ago
Update: expose more of OcclusionCulling debug - got rid of original culling.debug clientvar (superseded by debugmask which accepts a bitmask value) - added debugscreenbounds (shows screenspace bounds + resolved LOD of hiz chain) - added printstats Most of this was available in the editor, should make it easier to sus out the specific conditions of bugs Tests: used all on craggy
2 Months Ago
Codegen
2 Months Ago
Fix raid window convars not persisting after restart
2 Months Ago
Try doing it in post load
2 Months Ago
Added materials for the Rubble on Barrels monument blockers
2 Months Ago
merge from cui_fadeout_fix
2 Months Ago
Possible fix for CUI fadeout not working
2 Months Ago
Update: add debugshowoccluderid to help with filtering to specific occluder Tests: used on Craggy to look at boxes
2 Months Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
2 Months Ago
Update: couple more debug features for OcclusionCulling debug DebugLookingAt will try to resolve LODComponent (but our entity hierarchies are wild, so it fails frequently), DebugRange limits which occluders are debugged Tests: used both to target props on Craggy
2 Months Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
2 Months Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
2 Months Ago
Flare rig assigned materials update
2 Months Ago
Updating flare mesh