131,414 Commits over 4,232 Days - 1.29cph!

11 Months Ago
Added closest fragment depth sampling for motion vectors sample and fixed history texture format
11 Months Ago
Modify sight checks to use bounding box top instead of bottom
11 Months Ago
Fixed Lua error with DTree node having 0 child elements Fixed base Lua SWEPs not using correct localization strings Also removed some useless strings from garrysmod_english.txt Fixed unicode addon name display for WorkshopDL Merged Pull Requests * Localization support for crosshair customization * Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags * Optimize DLabel autostretch behavior * Cache gamemode table for gamemode.Call and hook.Run
12 Months Ago
Make bursts feel more natural
12 Months Ago
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
12 Months Ago
Don't upload "breaking server rules" from the server either
12 Months Ago
Add option to report players for breaking server rules via the F7 menu - events will only be sent to game servers
12 Months Ago
First pass on making scientist aiming feel fairer
12 Months Ago
missing cleanup
12 Months Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
12 Months Ago
- Improved raise power - Adjusted angular drag
12 Months Ago
Ensured drawbridges can also be repaired again
12 Months Ago
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄ ▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋) ▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
12 Months Ago
jungle_ruins_b progress
12 Months Ago
Ensured siege tower can be repaired again
12 Months Ago
siege_weapons -> primative
12 Months Ago
Added the base for the custom TAA post-process
12 Months Ago
- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
12 Months Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
12 Months Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
12 Months Ago
...and EnforceShadowDistanceBounds
12 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
12 Months Ago
Remove old shadow distance
12 Months Ago
▆█▊▍▄▌▆▌ ▉▌▇▆▆▇▋ ▋▅▅▄▌▋ ▉▄▆▊▄▌▍ █▌▉ ▅▋▅ ▌▆▊ █▄█▅▅▋▊▍, ▄▄▌▉▌▍█▅ ▌ █▋██▇ ▍▍▇ ▇▊ ▆▆█ ▄▉▉▄▋▄▉▋ ▉▋▇▆▊▄▄▇ ▊▌▄▄ ▌▋▄ ▋▆▅▅█▋ ▌▄▇▊▉▄▆ ▍▋▆█▉▅▍▍▅▅ ▊▍▍▍▋▋▆ ▅▉▆█ ▋▌▊▍▅▍▋ ▊▄▊▅▍ ▋▇▌▊▊▉
12 Months Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
12 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
12 Months Ago
Remove new detail metallic map from decals to stop errors for now
12 Months Ago
reverting 108949 - caused compilation issues
12 Months Ago
▇▉▋▇▇ ▄▊▇█ ▊▌_▍▉█▌_▄▄▉▉▇█▇▅▆
12 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
12 Months Ago
Clean: further comments Tests: none, trivial change
12 Months Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
12 Months Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
12 Months Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
12 Months Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
12 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
12 Months Ago
▅▍▇▋▍ ▉▇▆▍ ▅▄▉▆
12 Months Ago
Remove redundant allies vislog
12 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
12 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
12 Months Ago
Combining back wheel of ballista base
12 Months Ago
ruin_a backup
12 Months Ago
merge from fix_swamp_water_reflection
12 Months Ago
prepatch phases, codegen and manifest
12 Months Ago
Fixed asset labels on all new shields, manifest
12 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
12 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
12 Months Ago
Update attack loops on reinforced shield
12 Months Ago
One more delete
12 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those