158,277 Commits over 4,566 Days - 1.44cph!
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns
- fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..)
- it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it
- now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance
merge from entityspawning_optims
Show TCs on the map
- only enabled when the TC limit convar is enabled
- combines TCs with sleeping bags into clusters just like bags
- can toggle TC visibility on the map with a new button just like toggling bags
- TC map icons are slightly larger than sleeping bag icons
Pooled industrial conveyors switch their hum off when retired
merge from misc_alloc_cleanup
Merge from underwaterlabs_mission_fixes
Merge from underwaterlabs_mission_fixes
Enable ALT+F4 closing the game
Make Get/SetNetworkAngles exist serverside for consistency
* Also made these functions check for reasonable values
Apply that getmetatable() LuaJIT fix someone wanted
Handle context menu errors when "originator" panel is removed
Fixed engine.LightStyle only updating static props once (Community Cont)
Remove some map compile tool parameters
* `-novconfig` - was non functional basically
* `-vproject` - same as `-game`, irrelevant for GMod
* `-x360`, `-nox360` - never existed
* `-xbox` - Same as `-nodrawtriggers` + one other pointless option
* Moved `-tmpout` from VVIS (doesn't exist) to VBSP (exists)
* VBSP's `-virtualdispphysics` - never worked/doesn't exist
* Document some undocumented VBSP params (Already documented on VDC, so nothing new)
Added -noTJuncsDetail to VBSP from TF2
Apply T-Junction limit softcap (Community Contribution)
* Apparently is now in TF2, prevents the compiler from just stopping
Bump MAX_MAP_TEXINFO to the new TF2 limit (16k>32k)
* The other changes are already in GMod
Other map compile tool related changes
* Remove redundant VRAD code + fix VRAD potentially adding new planes to the map
* Increase limit of detail sprites added by VBSP to its new TF2 limit (2mil=>2bil)
Make r_DrawBeams 2 affect sprite trails (to draw wireframe)
Fix some pool leaks (global entity data, copy paste ui)
merge from arabic_ellipsis_fix
merge from genericpopup_rrp_fix
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
▌ ▆▊▌▍▇ ▆▆ ▅▆▉▌ ▄▅▍█▇▄▅▅▆▌█ ▄▉█▄█ ▇▋██ ▌▊▅▇▅ ▌▊▋▋▋▅ ▆▅▅▍ ▆▍▌▊▅▇ ▆▇▄▋▊ ▇ █▆▌▍█▌ ▄▄▇▍▊ ▆▉▇███▊▆▌ ▇▉▌▉█▅▇▅▉▇▅▉▉█▅█▍▋▋█▅▄▊ ▆▆▉ ▄▋▌▌▌▇ ▉▋▍ ▍█▆█▆▉ ▍█▍▌▄▋▅▆▄▉▊▌▌▋ ▆▍▉▆▍▄▉▆▋▉▋▄ ▋▉▆▍▊ ▇█ ▍▆▊▊█▆ ▌▍ ▉▌▇▅▉▋ ▄▊▄▌▍▉ ▆▍ ▊▋▇▄▄ ▍▉▍ ▄▌▇▇▍▉▊ ▆▅▄▅▄▄▇██▆▇▋▍▆ ▄▋▋▆▍▉▍ ▇▇▅▌█ ▉▋▉ ▋▅▋▉▍▋▋▌ █▅▌ ▆▇▍▌▋▆▊▋ ▄▄▉▅▍ ▍▋▍▌▍ ▆▊▉▉ ▍▊▄▉▅ ▍█ ▇▌▇▄ ▅▆▊▇▉█▉▋ ▋▋█▆▄▌▉▆ ▋▍▍▅▉▇ ▊▇▇ ▋▆▄▋▆▊ ▆▆▄▋ ▊▄▊ ▆█▋▌▋ ▌██▄▊ ▊▊▊▇ ▌▅▉▌▉ ▆▄▋▆ ▉▄█▅▅▍▍
Fixed generic popup sorting issue with rrp enabled
merge from genericpopup_rrp_fix
merge from itemcrafttask_pooling
Fixed flying horse bullshit
merge from flyinghorse_fix
Replace the protobuf code generator exe in the repo
The external bat/sh files will use the included csproj to build and run the same protobuf code the editor uses
You'll need .NET SDK 8 or newer installed for it to run
fix allocations in viewmodel renderer feature
Fix wounded UI formatting every frame
Don't raise boombox mission event for team members if they are not on the same mission
Disable instancing on horse hair
merge from console_autocomplete_improvements
merge from console_autocomplete_improvements
merge from vclouds_always_on
Fixed entity and item auto completion always showing SERVER realm
merge from sentry_crash_timestamp -> main
Same change as
166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
▇▊▊▊▉▋▄▋ ▌█▌▇█▋ ▌▊▇▇ ▍ ▉█▆▅▄▆▌ ▄▌█▅▉▅▉▊▅ █▉█▇▆▋▋ ▉▇▉▆ ▆▉▋▅▊▋ ▄▉ ▊▅ █▉▇▋ ▊▅▆▋▌ ▋▋▌▊▇▄▌▄▋▌▋▊▌
BoomBox shouldn't raise a mission event unless the instigator player has an active mission
Misc code cleanup
Bugfix: fix late-arriving snapshots crashing client
- also reset active scene name so we can identify LevelManager loading and skipping prefab pooling
Tests: was able to reload into procgen then back to staging, but tripped some asserts
fix tattoos not saving between client-server properly
Include crash timestamp when uploading to sentry
- sentry parses from the minidump but this includes it in the JSON body too
- crashes happen in past then are uploaded on next startup so we want to know the difference
Conveyors are poolable
We prewarm 10 copies
Fix sleeping bag map markers and death screen buttons allocating every frame
various BC improvements
- collision as proper capsules again
- colliders interpolate for sub-steps
- fixed accumulator issue that would appear after a big spike frame
- fixed issue with simulation space not actually being a simulation space
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory
You're going to load them as soon as you load the local zerg base anyway
Make cpu affinity a warning instead of an error
Fix a Sound alloc on every Init, Retire, StopAndRecycle, FadeOutAndRecycle
Coming from RustLog passing definition.name as an argument, which would allocate even with logging disabled
Added a missing space between the name and the id in the logs
Wool Armor Insert setup, tech tree, crafting cost. WIP values:
- 20 wool to craft
- 3 cold, 2 melee, 1 projectile protection
- Tier 1 tech tree