134,309 Commits over 4,262 Days - 1.31cph!
fbx update salvaged hammer
Salvaged Hammer Refresh models and textures
Apply changes to CopyBoneMatrix from x86-64
Fix FreeImage format IDs
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing
- also if pasting players, make sure they run their ForceTriggerUpdate
- codegen
Tests: spawned a 100 boats in a line
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Cache all the data instead of parsing everything in OnGUI
Some cleanup
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
Test runner window automatically loads the last results after a test suite has finished
Can run tests from the window
Fixed negative scale warning on cannon gibs
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
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merge from indirect_instancing
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
* Improve job scheduling to make leaving the job phase more robust through loading screens
* Fix NRE when trying to remove instances before Indirect Instancing was initialised
Add vertex density slider for terrain detail
Fix grid position alignment issues with some cell sizes
Editor recreates terrain buffers on inspector changes
main -> autoturret_improvements
Revert
140177 - needs more investigation
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main
Allow external/internal arguments to be passed
Fixed tutorial islands getting the wrong ID when loading a save
First pass of test runner editor window, still wip
Can now create notifications with custom links
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers
This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Merge from boat_water_fx_optim
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns
Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
Collisionmeshdata error fix for Candy Cane, Ball, Present
Fixed compile error due to mathlib differences
Disable all unused FreeImage plugins
Block fs_ convars from Lua
Minor cleanups (whitespace)
TTT: Remove usages of PANEL:SetDisabled
* Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does.
Remove usages of Panel:GetDisabled for base game
Disabled DMenuOption adjustments
* Clicking disabled options no longer closes all menus
* Disabled options no longer react to hover events (visually)
Delete unused `showhitlocation` convar
Micro optimizations for Matrix() & Entity:GetBoneMatrix
Micro optimizations for some Vector stuff
* Vector global, __div, __mul, Mul
* Mostly caching GetType result
Added Entity:CopyBoneMatrix
Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster.
Fixed WorkshopDL not mounting gamemode files
Fixed Male Citizen player model mounts
Added `screenspace_general_8tex` shader
* This is the same as `screenspace_general`, but binds 8 texture samplers
* This is an experiment in shader inheritance
* material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7
Entity:SetCollisionGroup allows HL2 collision groups
Added COLLISION_GROUP_HL2_SPIT enum
Fixed WorkshopDL not mounting gamemode files
Fixed Male Citizen player model mounts
Added `screenspace_general_8tex` shader
* This is the same as `screenspace_general`, but binds 8 texture samplers
* This is an experiment in shader inheritance
* material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7
Entity:SetCollisionGroup allows HL2 collision groups
Added COLLISION_GROUP_HL2_SPIT enum
Swap to of the anchor colliders to metal where it makes sense
Swap bbs interaction colliders to wood instead of concrete
Sail is now actually cloth instead of wood
Made colliders a bit more accurate on the top
Update workshop scene "publish submission" info paragraph
Fix a duplicate bone name on the cannon
Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before
Fix incorrect material
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
Collider fixes for plank and ramp, assign wood material
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false
- switched it to be off by default, as it was likely off during my earlier testing
Tests: none, trivial change
Fixed some duplicate collider names on triangle ladder hatch