199,999 Commits over 4,140 Days - 2.01cph!

5 Months Ago
merge from graphics_ui_doubledigit
5 Months Ago
merge from hbhf_optims
5 Months Ago
merge from lodbias_min_clamp_increase
5 Months Ago
merge from trophy_nre
5 Months Ago
Weapon rack parachute NRE fix
5 Months Ago
Clamped minimum lodbias to 0.5
5 Months Ago
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Check if player model exists before trying to assign skin variables
5 Months Ago
merge from main
5 Months Ago
merge from trophy_nre
5 Months Ago
Fix small trophy player heads not appearing on first time player enters network range
5 Months Ago
Jungle plants progress
5 Months Ago
merge from trophy_nre
5 Months Ago
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5 Months Ago
merge from puzzle_reset_underground_fix
5 Months Ago
progress on baking normal map/smoothness
5 Months Ago
Added refresh_foliage console command
5 Months Ago
Pixelate censor fixes
5 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
5 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
5 Months Ago
Underwear censor fixes
5 Months Ago
Rebase on /main
5 Months Ago
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
5 Months Ago
Cherry pick live fixes
5 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?
5 Months Ago
revolver setup
5 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
5 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
5 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
5 Months Ago
Merge from fix_texture_streaming_2
5 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
5 Months Ago
exported updated crocodile intimidate attack anim
5 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.
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Shader and colour refinements. Added hemisphere support
5 Months Ago
Setup a scrolling diagonal material
5 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
5 Months Ago
Merge from fix_texture_streaming_2: Replace assertion with just a warning
5 Months Ago
Replace assertion with just a warning
5 Months Ago
Fix spine deform not being applied during locomotion
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5 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
5 Months Ago
more head rotation during crocodile intimdate attack anim
5 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
5 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
5 Months Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
5 Months Ago
Merge from fix_texture_streaming_2: Assertions
5 Months Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests