139,581 Commits over 4,352 Days - 1.34cph!

Yesterday
Shields now switch to a smaller collider when RMB isn't being held
Yesterday
Merge from auto_particle_cinematics
Yesterday
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Yesterday
Update prefab with latest model, still has issues
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Yesterday
Remove BuildMapServer test method
Yesterday
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
Yesterday
Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime
Yesterday
Updating ladder hatch rig fbx
Yesterday
fixed square frame
Yesterday
Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API
Yesterday
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
Yesterday
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
Yesterday
Adding easter bunny costume cloth asset
Yesterday
Add support for different cell sizes for network group layers
Yesterday
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Yesterday
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2 Days Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
2 Days Ago
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2 Days Ago
Fix ScientistSuitNVGM mask + NRE
2 Days Ago
Merge: from main
2 Days Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
2 Days Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
2 Days Ago
remove janky temp sounds
2 Days Ago
Merge from worldpositiongenerator_optimise_2
2 Days Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
2 Days Ago
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2 Days Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
2 Days Ago
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2 Days Ago
3p car passenger idle anim exported
2 Days Ago
Fixed flickering hair cards in hide skirt
2 Days Ago
More test prefab changes
2 Days Ago
Limit watch tower placement to every ~20m
2 Days Ago
Fixed broken egg suit
2 Days Ago
Adding burst cloth setup for easter bunny suit
2 Days Ago
Rustige Egg H - Updated model, reducing number of meshes to 3
2 Days Ago
updated secret labs chair 3p idle anim
2 Days Ago
set crypt building skin to correct use stone
2 Days Ago
some progress on the damaged wing
2 Days Ago
Disable fallback rendering by default
2 Days Ago
corpse prefab pickup correct item prefabs references
2 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
2 Days Ago
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
2 Days Ago
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
2 Days Ago
merge from creative_freebuild_fix
2 Days Ago
apartment door fixes. mip streaming on textures, set srgb to greyscale
2 Days Ago
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
2 Days Ago
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests