192,393 Commits over 4,049 Days - 1.98cph!

5 Months Ago
Setup both client and server send methods
5 Months Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto
5 Months Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
5 Months Ago
Rocket setup
5 Months Ago
fixed compile errors
5 Months Ago
compile fix
5 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
5 Months Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
5 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
5 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
5 Months Ago
re-added early exit on flipped check loop
5 Months Ago
minor cleanup and crunching meshes down for 20% reduction
5 Months Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
5 Months Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
5 Months Ago
removed older underwater rock formations from procmap stack and autospawn folder
5 Months Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
5 Months Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
5 Months Ago
Updated icons for cinematic gestures (for preview in wheel)
5 Months Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
5 Months Ago
Added road/tarmac tiled cube prefabs
5 Months Ago
Unsaved mat tweak
5 Months Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
5 Months Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
5 Months Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
5 Months Ago
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
5 Months Ago
Fixed crashes to do with NPC:TaskFail Apply vprof changes from x86-64 to do with ThreadId_t Fixed DrawOverlay not running clientside
5 Months Ago
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1 Fixed crashes to do with render groups Minor cleanups Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
5 Months Ago
Fixed NRE in SkeletonEditor
5 Months Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
5 Months Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
5 Months Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
5 Months Ago
Generated code compile errors
5 Months Ago
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
5 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix more potential crash issues to do with particles
5 Months Ago
Removed debug Tweaked prefab rigidbody
5 Months Ago
Better ground alignment
5 Months Ago
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
5 Months Ago
reduce vertex lookups in simplification
5 Months Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
5 Months Ago
chicken coup progress better uvs and mesh. now has hay on the inside too.
5 Months Ago
- Added sync var receive code gen (net read method infered from variable type) - Sync var pooled strings added to manifest
5 Months Ago
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
5 Months Ago
more cleanup, profiling, and some micro optim
5 Months Ago
adjusted strap for improvised shield
5 Months Ago
Smoke grenade / rocket WIP.
5 Months Ago
cherry pick carve radius change
5 Months Ago
dropped carve radius for testing
5 Months Ago
chicken coup model blockout with temp uv's
5 Months Ago
arctic base s2p