134,793 Commits over 4,293 Days - 1.31cph!

2 Months Ago
Merge from fog_multithread_fix
2 Months Ago
Move test scene
2 Months Ago
2 Months Ago
Compile fix
2 Months Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
2 Months Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
2 Months Ago
2 Months Ago
Splatting
2 Months Ago
Saving/loading
2 Months Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
2 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
2 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
2 Months Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
2 Months Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
2 Months Ago
Forgot to commit changes from yesterday, added a score HUD
2 Months Ago
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
2 Months Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
2 Months Ago
Entered commands always generate a new timestamp
2 Months Ago
Put console command input box at the very bottom of the window
2 Months Ago
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
2 Months Ago
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
2 Months Ago
Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
2 Months Ago
Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
2 Months Ago
Console null check, removed unused vars
2 Months Ago
Developer tools tab init fix Console UI NRE fix
2 Months Ago
Pressing enter with the item tab open focus on the search bar Updated search bar styling
2 Months Ago
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
2 Months Ago
Fixed a bunch of console order of execution errors now that we do init in a different place
2 Months Ago
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
2 Months Ago
Pressing tab with F1 menu open cycle through all the tabs
2 Months Ago
Added HasConsoleInput()
2 Months Ago
Deer skull mask repose
2 Months Ago
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
2 Months Ago
Clean: get rid of debug logs Tests: none, trivial change
2 Months Ago
npc_missiledefense model + code adjustments * works better now Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
2 Months Ago
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
2 Months Ago
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
2 Months Ago
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
2 Months Ago
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
2 Months Ago
Ensure input is displayed brighter than logs
2 Months Ago
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
2 Months Ago
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest
2 Months Ago
Added "Equip" button for wearable items Added giveequip command Works half of the time, it can't swap existing items currently
2 Months Ago
simple modders red puzzle prefab
2 Months Ago
Final cliff placement.
2 Months Ago
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
2 Months Ago
Floating cities scene2prefab
2 Months Ago
merge from vehicle_large
2 Months Ago
merge from boat_building
2 Months Ago
slick ball arcade game updated the game board and tweaked light positions and added sunken submarine backlit lights prefab balls per game increased