161,274 Commits over 4,597 Days - 1.46cph!
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset
Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Fix shears causing blood fx to appear when hitting a sheep
line up all the info in the net page
New graph and ui setup for the info/net pages
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
All deploy and door open/close effects now have MaxSpawnDistance components
Most stop spawning around 40m
288 effects modified
Fix allocations from anchoring of faces -> network groups
Fixed deep sea water height update copying the whole texture into a temporary array when joining a server
Drops a 256MB allocation, was the reason behind the third biggest client RATN crash
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merge from analytics_shield_damage -> main
set foliage shadow blocks as default and enable behind grass quality level
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance
Needs some manual configuring still, curerntly flagging 1818 misconfigured effects
Added an inspector UI to automatically add the component with the alculated max distance it should be set to
Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
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Update: enable ContentDir build
- use Uncompressed, loose output while iterating
- clean up generated ContentDirRoot after build
Tests: made a couple builds
Fixed "Incorrect material array length" warning when opening some skins in the skin viewer
Fixed binoculars screen effect not working with domain reload disabled
Added net tab to the F1 menu, to replace the one from the old F1 menu
Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats
- Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees)
Exposed as an option on the container entity
Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Add analytics for damage blocked by shields when players take damage
couple more attachment points zero'd
Uzi viewmodel
- added shell to top of mag
- set up system to hide shell on zero ammo count
- added events to show shell on return of new mag during reloads
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Merge from audio_import_changes
Also applied to water footsteps
Merge from audio_import_changes
All footsteps + impact sfx are now decompressed in memory
All ambience sfx is now streaming
Increase apartment building bounds as it was slightly too small
Serialize apartment building
Fix apartment building serializing some client only fields
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
Remove "No marker above the terrain to spawn a new marker from position" log
Sort rooms per-floor to speed up the execution time
- 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
Merge from prefab_hierarchy_flatten
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Buildfix: stop QA island modifying splats because of saving with active paint mode
Was mutating the splat textures, erroring out unity's content dir build determenism checks
Tests: ran content dir - server build, passed
Add \n for SDL_Init failed message
Make hl2.sh work with Dash and Bash, not just Bash
file.AsyncRead calls the callback on early failure
Don't force validate game if `+developer` is in the command line
Fix entities placed in scene missing preprocessing
Fix boat building in editor with flattening enabled
Fixed a couple command line params not functioning correctly
* -basedir, -condebug_filename, -pidfile on failure
Minor cleanup
Build VRAD for Linux
* This commit removes `-sky` and `-coring` parameters from VRAD which set values that are never used during map compilation
Cleanup some unused engine stuff
Fixed autosaves making console warnings
Fixed dropship container taking double damage due to double curtime
Add m_hHackTarget to SetSaveValue whitelist
Add "32-bit" label to 32 bit game client
Fixed gmod_linux not being published to Steam (oopsie)
Fixed mags staying invisible after swapping weapons mid reload
- Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel
Fixed the biofuel generator snapping to the wrong spot in corners with advanced snapping
- Corner snap now subtracts the bounds centre offset, like the wall snap already does
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Fix rotation tilt on viewmodel barrel attachment mods
Fix muzzle flash points on third person worldmodel
Remove mod compatibility for 8x scope and burst module
Optimize apartment culling
- cache transform
- early exit rooms that were already hidden
merge from main -> base_occlusion
Further tweaks to uzi drop in hackable crates, avoid it spawning "on top" of the other guns, slightly cut bolty and lr weight to limit dilution
Keep elite crate and underwater lab crate spawn the same but have it come with some ammo
merge from storepage_oct26