193,456 Commits over 4,079 Days - 1.98cph!

10 Days Ago
Prevented deploy/holster from firing without an instance in demos
10 Days Ago
Fix tiger sliding while sleeping Fix wolf freezing completely when detecting food (regression) Refactor server anim player to not rely on callbacks as they proved fragile and hard to debug
10 Days Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
10 Days Ago
Cover the descending case as well
10 Days Ago
Ensure vine viewmodel kills itself when dismounting in demos
10 Days Ago
main -> vine_viewmodel_demo_fix
10 Days Ago
Merge from jungle_update
10 Days Ago
Merge from main
10 Days Ago
Split the method up so if it still breaks we'll at least know where it's breaking
10 Days Ago
getheldentity_demo_nre -> main
10 Days Ago
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out. Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place. Fixed by checking container belt and inventory are valid in GetHeldEntity
10 Days Ago
Possible Menu_CanSwing_ShowIf NRE fixes
10 Days Ago
uicompass_demo_nre -> main
10 Days Ago
Merge from jungle_update
10 Days Ago
Fixed exception when opening emoji gallery in menu (note that unlock_all_skins will not work for unlocking emoji while not connected to a server)
10 Days Ago
Fix UI compass occasionally throwing an NRE in demos
10 Days Ago
fog_overlay_nre -> main
10 Days Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
10 Days Ago
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10 Days Ago
snake sssssoundsssss
10 Days Ago
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10 Days Ago
merge from jungle_update
10 Days Ago
Tentative fix for "dict key already exist error" when tiger dragging stops in some cases
10 Days Ago
Merge: from profiling_improvements - Buildfix for tests trying to use ServerProfiler in non-server env Tests: scripts compile in editor CLIENT mode
10 Days Ago
Buildfix: exclude ServerProfiler tests from non-server builds Tests: built CLIENT config in editor
10 Days Ago
Merge: from profiling_improvements - Rewrote internal storage of profiling data to use 1 buffer per thread - Bugfix for allocation graphs not properly resetting and having gaps at the start - Bugfix for failing to generate export in rare cases where mono runtime allocates with no managed callstack Tests: unit tests and generating snapshots in editor
10 Days Ago
boomerang_animation_fix -> main
10 Days Ago
Missing files
10 Days Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
10 Days Ago
Bugfix: ProfileExporter.JSON - don't spam allocs-0 counter for worker threads Tests: snapshot in editor on craggy
10 Days Ago
vine_fixes_2 -> main
10 Days Ago
Fix NRE when vddraw is enabled and an AI wants to forget a sighting (entity is unity null but we are still holding onto the reference)
10 Days Ago
finish position lerp on dismount before drawing updating the vine position
10 Days Ago
Remove log
10 Days Ago
Merge: from main
10 Days Ago
Update: ServerProfiler.Core binaries - Relase bins built from 66537fcc Didn't remember if I snuck in debug bins at one point, so updating them to be safe Tests: unit tests
10 Days Ago
Bugfix: ProfileExporter.JSON - reset allocation graphs - Reset when a new frame starts - Reset on worker threads if it allocates Tests: snapshot in editor on craggy
10 Days Ago
underwater colors river-ocean blend
10 Days Ago
Fix tiger looping between states over and over when the player builds some configurations of platforms
10 Days Ago
Clean: ProfileExporter.JSON - don't cache per-frame callstack depths Was never used, so don't waste allocs. Tests: none, trivial change
10 Days Ago
Clean: ProfileExporter.JSON - remove debug logs Tests: none, trivial change
10 Days Ago
Bugfix: ProfileExporter.JSON - gracefully handle managed allocations coming from native runtime - Emit "<mono-native-runtime>" if we don't have managed callstack Finally caught it - this can happen when mono tries to invoke a managed callback which requires a managed allocation (the callback accepts string[], for example) as a first method in managed code. Was able to repro in editor due to it's script compilation callbacks. Tests: triggered perfsnapshot 40 times without issues
10 Days Ago
Added `Alpha` input to func_precipitation in Hammer (FGD) Potential crash fixes
10 Days Ago
merge from fix_outbreak_scientist_underground -> main
10 Days Ago
Progress
10 Days Ago
Fix compile error
10 Days Ago
Use absolute height - should prevent vines from curling at lower points on the tree rather than the canopy. Some adjustments to try and get mountable to continue to update the vine after dismount
10 Days Ago
Finished hura crepitans bark / added moss to blend it better with the rest of the jungle Hura billboard tweaks and fixes
10 Days Ago
Make fsm budget constant