202,625 Commits over 4,171 Days - 2.02cph!

10 Months Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
10 Months Ago
Added road/tarmac tiled cube prefabs
10 Months Ago
Unsaved mat tweak
10 Months Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
10 Months Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
10 Months Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
10 Months Ago
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
10 Months Ago
Fixed crashes to do with NPC:TaskFail Apply vprof changes from x86-64 to do with ThreadId_t Fixed DrawOverlay not running clientside
10 Months Ago
Portal 2 Coop spawnpoints Some more Portal 2 map icons Added some logic entities logic_register_activator logic_coop_manager Serverside only entities that are generic enough to be useful outside of the game they come from. Bump default value of sbox_maxconstraints to 2000 Placeholder entities for Portal 2 excursion funnel and wheatley boss Added Hacked and Harmless Rollermine variants to spawnmenu Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2 Inputs: SetCanShoot UseAttachmentEyes - doesnt work SetMaxPitch SetMinPitch SetMaxYaw SetMinYaw KVs: playercanshoot useattachmenteyes FIxed some minor memory leaks These are mostly in developer features to do with KeyValues, not normal gameplay Init m_rgflCoordinateFrame on creation clientside This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles Do not EstimateAbsVelocity since we network it for every entity anyway prop_vehicle_choreo_generic SetCanShoot now lets you shoot Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing Add some more known backdoor URL to blacklist Added more entities from Portal 2 point_viewcontrol_multiplayer point_viewproxy npc_personality_core placeholder Do not set commentary to 0 on map start Since we removed the commentary system entirely Fix "material __error is missing" error on map load Delete __screenshot_internal Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1 Fixed crashes to do with render groups Minor cleanups Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
10 Months Ago
Fixed NRE in SkeletonEditor
10 Months Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
10 Months Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
10 Months Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
10 Months Ago
Generated code compile errors
10 Months Ago
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
10 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix more potential crash issues to do with particles
10 Months Ago
Removed debug Tweaked prefab rigidbody
10 Months Ago
Better ground alignment
10 Months Ago
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
10 Months Ago
reduce vertex lookups in simplification
10 Months Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
10 Months Ago
chicken coup progress better uvs and mesh. now has hay on the inside too.
10 Months Ago
- Added sync var receive code gen (net read method infered from variable type) - Sync var pooled strings added to manifest
10 Months Ago
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
10 Months Ago
more cleanup, profiling, and some micro optim
10 Months Ago
adjusted strap for improvised shield
10 Months Ago
Smoke grenade / rocket WIP.
10 Months Ago
cherry pick carve radius change
10 Months Ago
dropped carve radius for testing
10 Months Ago
chicken coup model blockout with temp uv's
10 Months Ago
arctic base s2p
10 Months Ago
fixed some floating rock at arctic base
10 Months Ago
fixed glitchy pump pipes on small oilrig
10 Months Ago
updated tutorial island cliffs, rock formations for new style
10 Months Ago
- ▇█▉▋▆▄▍▋ ▍▊▍ █▊█▍▇▊▅, ▍▅▄▄█▄▇▊▋▄ █▉ ▅▆▅▉▅ ▊█▅▇▇▍ ▋▋▍ ▌▊▌▍ ▅▄▍▍▍▆█▇▍ █▇▊▇▌ ▆▇█ ▋▆▄ ▆▇▍█ ▌▉▅▆▆▉▅▊▌▋ ▍▇▉ ▆▆▌ ▅▋▊▍ ▋▋▄▄▉██▅ █▋▊ ▌▅█▅ ▇▅▅ ▄█▆▊▌ ▉▍▌ ▋▆▉▇▍▉ ▊▍▋ ▄▉ ▄▋▋ ▄▄▆▄ ▅▄▆▄ - ▄▌▋▍▊ ▆▋▅▌▉▄▊ ▋▅ ▊▄▌▅▅▆▋▄ ▌▄█▆▇▆ ▇▌█▌▊▊▅▊▊ ▄▌█▆▉▅▄ ▍▄▄ ▌ █▆▆▍▍ ▄▇▄▍▋▉ ▇▍ ▉▋▄▄ ▆▄▅▄▍▇▌ ▇▊▍▆▌▌▄▇▆ █▋▅▉█▍ ▉▇▅ ▊▌▉ - █▉▋ ▌▄▍▋▍▌▌▉▌ █▊▆▄ ▄▅▅▋▅▅█▋ ▊▉ ▊▆▉▌▍ ▆▉▆▌▅▆▇▋▍▆▇▇▉ ▆▆▅▋▊▉▆ ▍▉▅ ▇▇▄▍▅▉▆ ▉█▄▍▆ ▇▅▌▅▋▋█▅█▋ ▋▍ ▉█▇ ▌▊▍▊▄▋▇ - ▍█▄▇▅▅▊▋ ▌▇▊▄▌ ▄▍▉▋ █▉▇▊▉ ▊▅█▋ ▆█ ▌▉▇▍█▍ ▆▇▄█▉ ▆▉▋▌ ▇▆ █▉▆ ▌▅▅▅ ██▋▇ ▌▍ ▌▇▍▆▌▇▍ ▋▉▍▌ ▊█▇ ▍▆▌▍▋▆▌▍ (▆▍▉▋▇▆█▄▆ ▌▉▄▉▅▇▇▌ ▉█▉▌▉█▆ ▊▌▅ ▆▊▋▊▊), ▄▌▅▍▊▅▄▊ ▇ ▉▋▍▄▇▋▌▍█▄▅ ▋▇▅▋▉▆ ▅▉ ▄▅██▆▍▄▋▄█ ▊▋▉▋▆ ▇▌█▅▆ ▄▇▇ ▅▋█▌▋ ▋▇▇▇ ▄█▊▅▅▇▋▅▇ - ▄▋█▋ ▇▊▄▅▋▍▅▅▌█ ▋▌▆▋▌▄ ▇▄▊▅▇▊▄▅▄ ▆█▋ ▄▌▄▉/▌▇▇▋ (▋▉▍█▆▆ ▅▄▍ ▆▌▉▌▅▄ ▄▅ ▇█▋ ▊▍▄▉█▇ ▅▄▇▅ ▍▍▇▄▆▋▄ ▆▌▅ ▉▄▆▋ ▇▌▌▌▌▄ █▉▍▊/▅▌▉▇▍▌▅)
10 Months Ago
Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders. https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
10 Months Ago
Merge from localcoord-blend-layer
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Fixed .gma whitelist being different between game/gmad Update net.lua - comment typo Add all missing Portal 2 map icons
10 Months Ago
Update: export snapshots into separate folder Makes it easier to build tooling for it Tests: generated an editor snapshot
10 Months Ago
missing readonly access
10 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
10 Months Ago
- SyncVar write and send methods - Start of codegen
10 Months Ago
move ApplyBlend4WayLayer into StandardLayers
10 Months Ago
Better jump controls Client head IK tweaks
10 Months Ago
add blend layer support to localcoord diffuse shader
10 Months Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.