135,086 Commits over 4,293 Days - 1.31cph!

42 Minutes Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
44 Minutes Ago
merge from main
45 Minutes Ago
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1 Hour Ago
merge from main
2 Hours Ago
set up steam item for artist pack, linked to all items, set up sprays
3 Hours Ago
Picture frames - reverted light up frames to correct material
3 Hours Ago
scrapframe shutter mat tweaks, deleted unused textures
4 Hours Ago
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
4 Hours Ago
Merge from main
4 Hours Ago
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5 Hours 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
5 Hours Ago
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
5 Hours Ago
Remove the word Player from a bunch of PlayerBoat static functions
5 Hours Ago
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
5 Hours Ago
Post merge fixes
5 Hours Ago
Add finished check
5 Hours Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
5 Hours Ago
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
5 Hours Ago
merge from fix_copy_paste_duplicate_entity -> main
5 Hours Ago
Attach cannon ball to hands when reloading cannons.
6 Hours Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
Today
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
Today
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
Today
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
Today
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
Today
Picture Frame - updated scrap set icons
Today
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Today
Picture frames - texture update, deploy volumes fix
Today
scrapframe xxl gibs
remove_extra_scientist_weapons -> main
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
Today
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
Today
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
boatai_balance_changes -> main
Today
wip/tests
Today
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
Today
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
Today
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
Today
Picture Frames - texture update
Today
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
Today
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)
Today
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
Today
hooked up workshop source to sks skinnable
Today
added night ambience sounds to the deep sea islands
Today
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
Today
sks obj files
Today
Easel fix, small and medium ornate frame fix
Today
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
Today
SKS skinnable , still need to set up workshop source