135,752 Commits over 4,293 Days - 1.32cph!

11 Months Ago
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11 Months Ago
Merge from crocodile
11 Months Ago
Port croc corpse carry ragdoll stability fixes to tiger
11 Months Ago
- Improve crocodile behaviour against static prey - Fix crocodile getting stuck cycling between states when live prey is near food
11 Months Ago
Fix player corpse bouncing a lot when carried by the crocodile
11 Months Ago
Fix croc sliding during zigzag bite
11 Months Ago
merge from large_planter_deployables_fix
11 Months Ago
merge from graphics_ui_doubledigit
11 Months Ago
merge from hbhf_optims
11 Months Ago
merge from lodbias_min_clamp_increase
11 Months Ago
merge from trophy_nre
11 Months Ago
Weapon rack parachute NRE fix
11 Months Ago
Clamped minimum lodbias to 0.5
11 Months Ago
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11 Months Ago
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11 Months Ago
Check if player model exists before trying to assign skin variables
11 Months Ago
merge from trophy_nre
11 Months Ago
Fix small trophy player heads not appearing on first time player enters network range
11 Months Ago
Jungle plants progress
11 Months Ago
merge from trophy_nre
11 Months Ago
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11 Months Ago
merge from puzzle_reset_underground_fix
11 Months Ago
progress on baking normal map/smoothness
11 Months Ago
Added refresh_foliage console command
11 Months Ago
Pixelate censor fixes
11 Months Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly
11 Months Ago
Made cmd not send empty messages that kick people And hide it (it still works, but just hidden) func_lod DisappearMinDist & DisappearMaxDist KVs Added weapon class name & ent index to "Weapon spawning in solid" Minor FGD adjustments More descriptions, default values, etc. Added func_rotating.GetSpeed/SnapToStartPos Added func_dustmotes.AffectedByWind Fixed .gma being left open in some cases if it failed to load/parse Fix shaders not compiling Fix some vmt formatting that i came across randomly Merge community provided changes to JellyFish shader to do with $envmap
11 Months Ago
Underwear censor fixes
11 Months Ago
Rebase on /main
11 Months Ago
Cherry pick live fixes
11 Months Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
11 Months Ago
revolver setup
11 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
11 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
11 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
11 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
11 Months Ago
exported updated crocodile intimidate attack anim
11 Months Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
11 Months Ago
11 Months Ago
Shader and colour refinements. Added hemisphere support
11 Months Ago
Setup a scrolling diagonal material
11 Months Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
11 Months Ago
Replace assertion with just a warning
11 Months Ago
Fix spine deform not being applied during locomotion
11 Months Ago
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11 Months Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
11 Months Ago
more head rotation during crocodile intimdate attack anim
11 Months Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
11 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests