135,077 Commits over 4,293 Days - 1.31cph!

14 Minutes Ago
Merge from main
27 Minutes Ago
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32 Minutes Ago
Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset
36 Minutes Ago
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
54 Minutes Ago
Remove the word Player from a bunch of PlayerBoat static functions
1 Hour Ago
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
1 Hour Ago
Post merge fixes
1 Hour Ago
Add finished check
1 Hour Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
1 Hour Ago
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
1 Hour Ago
merge from fix_copy_paste_duplicate_entity -> main
1 Hour Ago
Attach cannon ball to hands when reloading cannons.
1 Hour Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
2 Hours Ago
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
2 Hours Ago
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
2 Hours Ago
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
3 Hours Ago
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
3 Hours Ago
Picture Frame - updated scrap set icons
3 Hours Ago
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
3 Hours Ago
Picture frames - texture update, deploy volumes fix
3 Hours Ago
scrapframe xxl gibs
3 Hours Ago
remove_extra_scientist_weapons -> main
3 Hours Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
3 Hours Ago
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
3 Hours Ago
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
3 Hours Ago
boatai_balance_changes -> main
3 Hours Ago
wip/tests
3 Hours Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
3 Hours Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
4 Hours Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
4 Hours Ago
Picture Frames - texture update
4 Hours Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
4 Hours Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
4 Hours Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
4 Hours Ago
hooked up workshop source to sks skinnable
4 Hours Ago
added night ambience sounds to the deep sea islands
4 Hours Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
4 Hours Ago
sks obj files
5 Hours Ago
Easel fix, small and medium ornate frame fix
5 Hours Ago
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
5 Hours Ago
SKS skinnable , still need to set up workshop source
5 Hours Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
5 Hours Ago
Merge from artist_pack_dlc_old/paintball_overalls
5 Hours Ago
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
5 Hours Ago
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
5 Hours Ago
merge from fixed ornate frames branch
5 Hours Ago
Fixed Cherry-picked branch
6 Hours Ago
6 Hours Ago
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass
6 Hours Ago
Merge from naval_update