192,957 Commits over 4,049 Days - 1.99cph!

5 Months Ago
deployable target will need a programmer to look over stuff again
5 Months Ago
work around horrible flickering when in 2D editor view
5 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
5 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
5 Months Ago
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5 Months Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
5 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
5 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
5 Months Ago
add metallic workflow version of LocalCoord Diffuse
5 Months Ago
Rocket explosion.
5 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
5 Months Ago
5 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
5 Months Ago
not trying to simplify the mesh to 10% anymore
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