192,595 Commits over 4,049 Days - 1.98cph!

47 Days Ago
re exported crocodile intimidate attack anim
47 Days Ago
merge from main
47 Days Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
47 Days Ago
When placing a sprinkler, a sphere will now be visible indicating its range
47 Days Ago
Added 4K textures and materials for cinematics
47 Days Ago
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47 Days Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
47 Days Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
47 Days Ago
some more minor dirt adjustments
47 Days Ago
Make slashes cause smaller decals than blunt, cause that makes sense
47 Days Ago
Merge from camphysical_taa_support
47 Days Ago
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47 Days Ago
Added client check when checking for taa support to fix server compile errors
47 Days Ago
Blunt effects now support non uniform scaling (skew)
47 Days Ago
Added random rotation modifer to all bullet decals
47 Days Ago
Ensure all stab effects have rotation modifers on them
47 Days Ago
Merge from camphysical_taa_support
47 Days Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
47 Days Ago
Further refinements to slash effects
47 Days Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
47 Days Ago
updated topology masks for jungle ruins, s2p ruins
47 Days Ago
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47 Days Ago
Fixed metal ore scale issues
47 Days Ago
exported crocodile static and run death anims and updated intimidate attack anim
47 Days Ago
Estimate player's velocity clientside if MOVETYPE_NONE Enable `"flammable", "no"` prop interaction Added `drawviewer` field to render.RenderView Loading screen gets data faster when hosting a game Load shaders from THIRDPARTY if not found in BSP or MOD And whitelist "shaders/*.vcs" in workshop addons. Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list. Fix SetFogController being stomped by new fog controller system Added NPC:GetHeadDirection and NPC:GetEyeDirection
47 Days Ago
Added sv_maxvoicepacketsperframe Text parsing: Handle loading/writing \r correctly (Hammer VMF) Hammer: Entity comments allow adding new lines with Enter In Entity Properties window, the Comment field Expand func_precipitation key-value info about custom particles Finish description of sv_maxvoicepacketsperframe Uncheat sv_player_usercommand_timeout and default to 0.5 0.5 is the value GMod originally had Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior. Replace DDrawer :: text with icons Spawnmenu drawers scale the category list So that when the drawer(s) are open the bottom categories are not hidden behind the drawer Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton Revert "Merged some anti usercmd abuse stuff from TF2 SDK" Causes weird issues around the game Fixed CRopeKeyframe having huge serverside bounds when not attached it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box Fixed trigger_remove.OnRemove not working at all Remove sv_autojump as it does nothing Pull Requests * TTT: add ttt_filter_role entity * TTT: Close player volume slider along with scoreboard * Updated AngularJS from 1.1.2 to 1.8.2 + potential performance improvements * Fixed DButton:SetConsoleCommand() not accepting vararg * New Localisation Phrases Pull Requests * TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die * TTT: Let TTTLastWordsMsg hook override default behaviour * Cleaner server list layout code & Better display on small screens
47 Days Ago
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47 Days Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
47 Days Ago
updated croc ragdoll prefab to look less goofy.
47 Days Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
47 Days Ago
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain - Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
47 Days Ago
Added TAA support to cam physical
47 Days Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
47 Days Ago
merge from fogmachine_optim
47 Days Ago
merge from cwb_kettle_harvesting_tea
47 Days Ago
merge from recipelist_reorder
47 Days Ago
merge from Item_Descriptions_update
47 Days Ago
merge from consumable_gene_info
47 Days Ago
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47 Days Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
47 Days Ago
Have croc exit dive if it happens to move out of the water
47 Days Ago
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47 Days Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
47 Days Ago
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47 Days Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
47 Days Ago
merge from main
47 Days Ago
merge from main (115898)
47 Days Ago
Merge from main
47 Days Ago
Fix error because of OnValidate firing during gameplay