137,075 Commits over 4,324 Days - 1.32cph!

2 Months Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
2 Months Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
2 Months Ago
merge from naval_update
2 Months Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
2 Months Ago
Bypass placing in rock check for square & triangle foundation - allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally - should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
2 Months Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()
2 Months Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug
2 Months Ago
updated clip meta for 3p sitting in boat anims
2 Months Ago
updated rowboat Ik target
2 Months Ago
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2 Months Ago
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split - fixes grenade skins often not showing on the world model
2 Months Ago
updated feet and hand ik tragets on snowmobiles
2 Months Ago
updated ik hand targets on battering ram
2 Months Ago
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
2 Months Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
2 Months Ago
Clear out NULL entities from g_SBoxObjects on removal * When player props are removed post disconnection, previous solution was either untested or simply inadequate? Clear cleanup.GetList of NULL entities every so often Clear invalid undos every so often * This is mostly for disconnected players Fire a problem when WorkshopDL download fails For highest severity problems, fire a notification * This should mostly be failed addons downloads, most importantly - during server loading screen Merged Pull Requests * Fixed potential Lua errors with Dynamite sandbox entity * Fixed errors in Entity:CallOnRemove callbacks preventing other callbacks from running * Optimize Player:GetEyeTrace* * Menu: Only override <a> in Awesomium * Menu: Disable some AngularJS features * Adding a cooldown to the Camera weapon effects
2 Months Ago
merge from main -> loaded_ammo_type_indicators
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
2 Months Ago
Adding ipush door gesture for v4 rig
2 Months Ago
updated idle speed of blendtree
2 Months Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
2 Months Ago
m92 animation update export
2 Months Ago
merge from main
2 Months Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
2 Months Ago
fixed viewmodel prefab issues
2 Months Ago
food box - game model, texture pass and lod pass, updated icon.
2 Months Ago
Clean: reorganize GamePhysics tests into Unit child class Prep for Perf unit tests. Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
2 Months Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
2 Months Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
2 Months Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
2 Months Ago
Krieg Backpack respose
2 Months Ago
exported latest paintball gun vm animations
2 Months Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
2 Months Ago
Gingerbread woman repose
2 Months Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
2 Months Ago
This can go I think
2 Months Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
2 Months Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
2 Months Ago
Gingerbread man repose
2 Months Ago
Fix cant start coroutine because object is inactive error
2 Months Ago
quickcraft_improvements -> main
2 Months Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
Couple test fixes
2 Months Ago
quick_craft_improvements -> main