134,402 Commits over 4,293 Days - 1.30cph!
Optim: reduce branching in BaseEntity.HasEntityInParents
Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places
Tests: spawned 100 boats with 3 sleepers
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
merge from main -> fix_foundation_clipping_rocks
Add god rock & anvil rock on the separate island on craggy for testing purposes
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travelling_vendor_spawn_prechecks -> main
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Hooked up missing canvas materials
Optim: TriggreParent.TickMode 1 - batch swimming checks
100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0.
Tests: built a boat, sank it by shooting, got unparented
Update ambient_generic radius description in Hammer
Remove status trying to use non existent convars
Update Bootil's ZLib (Just testing if it will build on Linux)
Merge from main.
Bump displayingBoxStorage to 222 to fix protobuf conflict.
sign_painting_ui_escape -> main
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
Pressing escape will now save and close the sign painting dialogue (it only saved before)
autoturret_improvements -> main
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick
Ensure loaded turrets respect their client orientation properly
Update: expose StableObjectCache internal T[]
- had to introduce approx equals to WaterInfo as unit tests were failing (why now?)
- consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds)
Need it to simplify code around water factor batching
Tests: unit tests
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Corpse setup for scrap component box
main -> autoturret_improvements
Some deep sea cleanup and pool leak fixes
Fixed NRE when no results are loaded
Fixed Clear Result button not working
Load default test list path by default
Fix player models continuing to play animations in demos when paused.
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Map marker edit UI now appears above fog of war
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat
Only calculate position and scale once in ImpostorBatching
Hooked up missing Impostor component and fixed incorrect LOD4 material on:
palm_tree_tropical_small_a
palm_tree_tropical_med_b
palm_tree_small_a
palm_tree_small_b
S2P all tropical islands
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Added a boat building player inventory loadout
Fixed being able to place engines and small ramps in prevent building volumes
Removed some client allocations in RepairCostIndicator
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