158,929 Commits over 4,566 Days - 1.45cph!

12 Minutes Ago
merge from main
25 Minutes Ago
Stop any rumble in Deactivate
1 Hour Ago
Fixed "is3DSkybox" variable not resetting when returning from hooks Fixed some missing textures on Half-Life 2: Episode 2 props Try to workaround Portal using same texture names as Ep2 Remove some unused libs from menu state Use a different delimiter for "last map" saves * One that can't naturally occur in filenames Change network transfer folder blacklist into a whitelist * Seems more logical to be this way * Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway Try resolving a crash with recent change to Entity:SetPos Merged Pull Requests * Remove usage of a unnecessary Think hook in DOF post processing effect * Updated a comment in SurfaceProperties.txt Includes higher quality Eli Vance face texture from S1 repo Fixed typo in cam.End2D underflow error message
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
merge from render_pipeline_testing
1 Hour Ago
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
1 Hour Ago
Try/catch the gamepad update loop, disable on any error errors.
1 Hour Ago
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
1 Hour Ago
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
1 Hour Ago
merge from cache_entity_links -> main
1 Hour Ago
Update comment
1 Hour Ago
merge from automated_testing
1 Hour Ago
Get rid of some debug logs spamming related to halloween dungeon spawning
1 Hour Ago
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
1 Hour Ago
merge from render_pipeline_testing
2 Hours Ago
fix RRP drawing ocean after water bodies
2 Hours Ago
Halloween stringlights Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping All tests pass
2 Hours Ago
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
2 Hours Ago
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2 Hours Ago
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste - probably harmless but it bugged me
2 Hours Ago
Increase stick move distance required to activate gamepad
2 Hours Ago
merge from cache_ocean_path -> main
3 Hours Ago
Codegen
3 Hours Ago
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s) - same idea as server occlusion grid being saved - can increase version number to regenerate next restart - convar `regenerate_ocean_path` will cause it to regenerate it next startup too
3 Hours Ago
Codegen
3 Hours Ago
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016 Defaults were set to -1 so included in the proto Saves 17 bytes per player
3 Hours Ago
merge from main
3 Hours Ago
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
3 Hours Ago
Stop networking IO wire origin data and duplicate slack levels to clients Saves ~34 B per wired slot + ~5 B per wire point on network load
3 Hours Ago
Fix flame turret sending two updates per trigger change instead of one Saves 60 B~ per nearby player each time the turret turns on or off
3 Hours Ago
Update test list
3 Hours Ago
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
3 Hours Ago
Dont send environment rainGraceStartTicks (only used on the server) Sends every 5 seconds. 54 → 44 B per update, so saves 10 B~ every per player every 5s
3 Hours Ago
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle) Saves ~76 B per nearby player per call
3 Hours Ago
merge from main -> cache_entity_links
3 Hours Ago
Only send search light network updates when aim/flags change rather than per tick when mounted
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
merge from optimize_duplicate_player_check -> main
3 Hours Ago
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3 Hours Ago
Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
3 Hours Ago
merge from optimize_enforce_limits -> main
3 Hours Ago
Create the pools LaunchProjectileClientside uses at bootstrap instead of on the first shot, avoids a ~365KB alloc when the first projectile of the session is fired
3 Hours Ago
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
4 Hours Ago
merge from fix_steam_setkey_crash -> main
4 Hours Ago
Reduce number of unique keys set to prolong time until limit is hit - round entities to nearest 1000 - round FPS to nearest whole number (and clamp to 512) - round RAM to nearest 100MB - round GC count to 2 significant figures (1-9,10-90,100-900,etc) - round uptime to nearest 15m interval instead of every 30s - increases time before limit is hit from 7d -> 365d+ Prevent server from crashing if too many keys are set - stop setting new keys after 50k unique values have been set (it can still assign to previous values) - prevents server from getting enough unique values to cause the crash
4 Hours Ago
Compile fix, missed a file..
4 Hours Ago
Add a test to ensure that networkLookDirection is false for NPCs that dont have a look animator Better way to go than toggling in preprocess
4 Hours Ago
Fixed 150531 not working in builds (Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing)