243,165 Commits over 3,898 Days - 2.60cph!

3 Months Ago
merge from tincan_alarm
3 Months Ago
Added prevent building volumes to the junkyard car shredder
3 Months Ago
Sync attacking animation Broadcast Explosion animation for Exploder Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
3 Months Ago
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3 Months Ago
Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
3 Months Ago
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3 Months Ago
coastal rocks decor modifier size tweak
3 Months Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
3 Months Ago
File name cleanup Jutting cliff prototype Large coastal rock prototype
3 Months Ago
Updated spawn settings for variety of cliff generators
3 Months Ago
Categorize all the viewmodel props
3 Months Ago
Add ViewModel.UseMovementInertia
3 Months Ago
No longer take ownership of Manager GameObject No longer take ownership of the GameObjects that shouldn't be owned by anyone Mark a bunch of client-side prefabs as Never Network Update Shadow Spawning and make them client-side. Reduces a ton of network load. Remove .wav files from ResourceFiles Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes Stop looping through every player and doing sqrt calculations for each individual sfx Don't network Current/Required Experience since it isn't shown to other players Don't run certain Spitter code on non-host EnemyBullets should only check collisions on host Don't update Hud on Time.Now, make fade in client-side Save game.scene after having it run the JsonUpgraders
3 Months Ago
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
3 Months Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
3 Months Ago
Recreate mesh shape on update, this is the safe option until we get proper fixes
3 Months Ago
Moved harbor containers prevent building volume to client/server
3 Months Ago
Only check for StartupScene in Publish Wizard if Type == "game"
3 Months Ago
Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Fix VPC not generating project folders, fix missing project folders
3 Months Ago
Clear triangle cache on mesh update to stop crashes until we get the proper fix
3 Months Ago
Ensure static office lift and player lift have same whitelist
3 Months Ago
More debugging Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
3 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
3 Months Ago
Merge from qol_print_memory_improvements -> main
3 Months Ago
Add `MaxItemsInUse` to pool - lets you know the maximum amount of items taken from the pool at once Add `reset_max_pool_counter` command to reset the maximum item counter per pool - allows you to reset the pool count incase it gets set to a really high value during 24hr window
3 Months Ago
Particle sprite alignment mode
3 Months Ago
Created whitelist system to allow only certain vehicles to be accepted in an elevator
3 Months Ago
added sit_dpv mountpose
3 Months Ago
Range check UpdateMesh on the C# side instead so the user knows they fucked it
3 Months Ago
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
3 Months Ago
exported wolf run hit 3 rm animation
3 Months Ago
Fix error when startup scene is set but not immediately recognized
3 Months Ago
Fixed ruin wall caps to reduce overhand and improve blending
3 Months Ago
added some more convar helper functions for ragdoll testing
3 Months Ago
Message and remove toast if the download has been cancelled
3 Months Ago
Fix ambient light hanging around and stomping
3 Months Ago
Update volume_fog.scene
3 Months Ago
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
3 Months Ago
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
3 Months Ago
Improved AO darkening on flat surfaces with narrow camera angles ditto Merge branch 'master' of sbox
3 Months Ago
Update: Making Pool.Free capable of "deep freeing" Motivation: Since we're getting rid of custom "FreeList" calls, then we should also remove FreeListAndItems, the last custom func in the "Free" set. - Collections-related Free overload now can deep-free - calling Free on all elements of a collection. - Marked FreeListAndItems as obsolete (with error) and piped it over to Free overload - Updated 4 callsites of FreeListAndItems to use Free(T, true) instead Tests: built all targets.
3 Months Ago
Fix #182
3 Months Ago
Bike Cargoship Parent -> Main
3 Months Ago
Cleanup logs
3 Months Ago
Option to stop unity play mode on completion.
3 Months Ago
Option to automatically open the render output root folder in explorer/finder when batch rendering has finished. User definable output fulder name. Added a context menu to open render folder.
3 Months Ago
Actually use the new ByteStream
3 Months Ago
Update: Further constraining Pool - Step 3 Now that all usecases of Pool's API have been redirected to new methods, I can further constrain and annotate the API. - Further constrained all container-like Free overloads to only accept ref-types with default ctor and IPooled interface - Marked FreeList<T> as obsolete (with errors) and piped it into FreeUnmanaged overload (this is dangerous/leaky, but I've updated all existing calls to Free/FreeList) - Marked ClearList as obsolete (with errors) - also inlined it's logic at the only callsite in the project - Removed Clear call from GetList, since now we always clear lists via overloads - Removed checks from main Free overload Tests: built all targets. No runtime tests. Ran around on CraggyIsland in 2 player multiplayer, did minor spawning of items, constructions, shooting, player damage.