196,011 Commits over 4,110 Days - 1.99cph!

12 Minutes Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
14 Minutes Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
21 Minutes Ago
Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
26 Minutes Ago
Updated Banana Bunch Albedo Texture Map Updated Banana Bunch Model to incorparate feedback
53 Minutes Ago
Use on toggle enabled instead (for gamemode filters)
56 Minutes Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
56 Minutes Ago
Slighty improved server browser tab behaviour - can now toggle off gamemodes that are already toggled Better
1 Hour Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
1 Hour Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
1 Hour Ago
Server browser now properly responds to gamemode toggles Setup system to inject tags into existing server browser (dependent on which buttons are on)
1 Hour Ago
added mannequin test and set up with basic spawnable prefab
2 Hours Ago
Update: BiomeBenchmarks - Fixed biome generation on row-islands - Benchmark map size works with NPOT sizes Now to figure out why forests are not coming through Tests: BiomeBenchmark in editor
3 Hours Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
3 Hours Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
3 Hours Ago
Missed files
3 Hours Ago
Colour notifications differently if they've been seen
3 Hours Ago
Attach cheater ban noticies system to our new notification system
4 Hours Ago
Animate Y instead, some minor animation adjustments
4 Hours Ago
Add 'empty' no notifications insert, which will turn on when no notifications are in Add support for it to be animated/changed
4 Hours Ago
Fixes
5 Hours Ago
Update: BiomeBEnchmark - minor progress - Fix invalid biome assignation per island - Submerge the terrain - Get rid of terrain setup in scene - Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big. Still investigating how to make topo better without inflating terrain too much. Tests: BiomeBenchmark in editor
5 Hours Ago
Store analytics wip, restored old events
5 Hours Ago
oil rig legs update
5 Hours Ago
Bunch of refactor, improvements, pooling. Nicer boat station entity detection and handling.
5 Hours Ago
Keep notifications window closed by default
5 Hours Ago
Add a clear all button to the notifications Created a small rounded button image
5 Hours Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
5 Hours Ago
Show red dot above notifications if we have them Tween it there and away Better red colour
5 Hours Ago
bumper tire bags progress tires_pile tileable textures
5 Hours Ago
Merge: from main Tests: none, no conflicts
6 Hours Ago
Update: BiomeBenchmark - first baby steps - Generates empoty row-islands + biome map for these islands - Generates biome map for row-islands Confused why I get beach texture everywhere. Need to sort that next. Tests: ran the BiomeBenchmark scene in editor
6 Hours Ago
Reparent notifications window Fix bug that wasnt showing link icon when a link was provided to the notifications
6 Hours Ago
Convar to add test notifications
Setup Notification prefab 4 Notifications each with different icons Notification pooling system Notifications can link to steam external or internal URLS Properly overlay notifications canvas over everything else
Today
Updated Banana Bunch Albedo Texture Map
Today
Added missing SFX when opening/closing the fuel engine and ore pile on Giant Excavator
Today
Fix exceptions caused by removal of meshes with less materials than submeshes
Today
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
Today
Working debug commands to test any items Refactoring and cleanup
Today
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
Today
adjusted fairy light scale and emission
Floating cities progress / security tower b
Today
Fix scientist returning to fast to patrol when enemy is still nearby
Today
Add classic headshot crosshair and audio notify to new scientists
Today
Allow other classes than BasePlayer to use headshot crosshair and audio notify
Today
Updated Banana Bunch AO and Albedo Texture Map
Today
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
Today
Project lkp to navmesh before flanking, in case player is standing on a container or something else
Today
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor