134,717 Commits over 4,293 Days - 1.31cph!
paintable fixes (???) to paintable reactive target
metal box prefab setup, lods, gibs. manifest
Various above surface tropical water improvements.
Tropical post tweaks and deep blue amp test.
Fixed a typp in UGC uploader (+ some translations)
Added texture name to ShaderAPIDX8::CreateD3DTexture warning
Merge some func_tracktrain changes from P2/CSGO
* Allow Roll spawnflag
* hack to avoid gimble lock
* SF_CORNER_TELEPORT interpolation change
* Dead end path change
* Added missing spawnflag (4), updated description of "HL1 train" spawnflag
Lets try turning "gamemode is nil" crashes into Lua errors
* Seems to not crash on its own, and is slightly better/debuggable user experience
Add likely fail reason to ShaderAPIDX8::CreateD3DTexture warnings
* It's 1x1 DXT5 textures in my experience, so we test for that
Fixed puddle splat issue.
Fixed autospawn issues on island 1.
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Optimized LOD3 tools box further
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later).
Make waterinfo blittable.
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
temp fix to reactive target, set up like frame so paintable works
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
Added another deploy volume to block small ramp being deployable through walls and stairs
Paintball Overalls viewmodel clothing
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
Merge: from playerinventory_oncycle_optim
- Optim: iterate over cached items with OnCycle callback (instead of searching for them every time).
Tests: ran unit tests
Optim: ItemContainer.OnCycle now uses cached list of items with a callback
- added a perf test of 300 containers with ~10% items with OnCycle callback
Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later.
Tests: ran unit test
boatai_targeting_bugs -> main
Fix various Boat AI Targeting bugs including:
- Boats not properly capturing targets whilst on boats/other things
- Boats not properly releasing targets whilst sleeping/no players nearby
- Boats not engaging with targets in certain circumstances
- Not releasing a target if that target went to the deepsea whilst being targetting in the main world
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
▅ ▊▍▆█▊▉ ▌▊▆█▌ ▆▉ ▄▌▋▋▊▊▅ ▄▆███▆ ▇▄▇▊▇▊▉▌█ ▌▄▅ █▅▌ ▆▊▊▆
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
fix handmade shell not having subtype for ammo indicators
Tests: add ItemContainer.TestOnCycle test
Tests: ran unit tests
Fixed an oversize gib in explosives box
Paintball overalls - Models/prefabs/materials/world models
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
3p wallpaper anims edited
Optimize npc door opening logic, could save up to 0.1ms in best case.
Also fixes bugs where doors wouldn't open, or too late.
S2P both oil rigs
Codegen
merge from naval_update
keep source on the oilrig scenes
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem
Fixed various inconsistencies, all of them should now work with all types of auth as youd expect
Fixed entcount only working with steamid and not names
Codegen
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
Merge: from useplayertasks_removegroupoccludee_nre
- Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling
- Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid
Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups
- destroy local group if no local participants present
- remove destroyed participant from other occlusion group member's groups
Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
Update navigation obstacles (s2p) in launch site
Update navigation obstacles (s2p) in floating cities 1 to 4
autoturret_improvements -> main
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
autoturret_improvements -> main
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
Update navigation obstacles (s2p) in missile silo
Update navigation obstacles (s2p) in outpost