157,368 Commits over 4,536 Days - 1.45cph!

2 Years Ago
Remove the old way to find out if a water body is radioactive. New way doesn't require a texture map.
2 Years Ago
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
2 Years Ago
more shield texture updates.
2 Years Ago
Bugfix: Cleanup leaking Sound modulators - Sound now gets notified when it gets retired - Moved cleanup from Init to Retire and added safety asserts to Init - Recycle more of SoundModulation state (revealed that we have more storage than modulators) Tests: Ran around on Craggy, gathered resources, smashed a tree, crushed myself with a car by accident, drove around, swam - sound was good.
2 Years Ago
-Shield texture updates -LODs + settings
2 Years Ago
Restore some more HL2-specific gamerules behaviors sk_plr_health_drop_time sk_plr_grenade_drop_time sv_robust_explosions Entities that block radius damage, don't block it on themselves Do not hide servers with OOB data, clamp the data Do not hide the server from master server if sv_lan is 1 This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression. Mention `hide_server` convar in sv_lan's description. Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
2 Years Ago
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
2 Years Ago
merge from world_update_2
2 Years Ago
Prevent harbors and ferry terminal from spawning on top of rivers
2 Years Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
2 Years Ago
Make flame thrower and fire arrow more reliably scare wolves
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
2 Years Ago
Wood Pile: Balancing changes Increased size of grass displacement map
2 Years Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
2 Years Ago
merge from terrain-smoothness
2 Years Ago
▌█▆▆▍▌▄▅
2 Years Ago
merge from world_update_2
2 Years Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
2 Years Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
2 Years Ago
Add NoPickUp and FastDespawn item flags. Refactor despawn timer init. Check for NoPickUp flag when showing pickup option.
2 Years Ago
▋ ▋▄▍ ▅▊▇▅▍█▋▉▍▍ ▄▊ ▌▅▆▌▄▌▆ ▆▅█▄ ▉▋▄▆ █▄▄█▅▍ ██▌▉ █▋▆▊▄▍▅▍
2 Years Ago
added condition to normal swimming->standing transition to not be mounted
2 Years Ago
If a wolf is stuck while roaming, kill it to save perf
2 Years Ago
merge from ocean-lightcolor-override
2 Years Ago
▅ ▆▉▌▍ ▆▅▊▇ ▊▅ ▊█▇▉▉▋ ▄▅▍▇▊ █▉▊▆▋█ ▇▍▇▅▍ ▍▋▍▌▄▉ ▄▋▄▍▊▍ ▊▆▄▉▄▍▋▊▅▇█ ▌▄▅▋ █▊▇ ▇▆▍▋▉▊
2 Years Ago
mrege from world_update_2
2 Years Ago
Merge: from /main/clean_dead_code Tests: upgraded half wall - it worked
2 Years Ago
Clean: removing code marked for deletion since 2023 Tests: upgraded half-walls - it worked
2 Years Ago
merge from frontier_hatchet
2 Years Ago
merge from BlunderBuster
2 Years Ago
merge from world_update_2/Halloween_2024
2 Years Ago
Merge from divesite-foliage-displace
2 Years Ago
Merge: from main Tests: none, no conflicts
2 Years Ago
Merge from world_update_2
2 Years Ago
Optim: Recycle a list when paying for placement Tests: none, trivial change
2 Years Ago
world_update_2 -> radioactive_water
2 Years Ago
▋ ▉▇█▋▆ ▍▊▇▋ ▇▆█▄▇▉▄▄▋▋▆▋▋▍▅▍
2 Years Ago
Merge from Halloween_2024/DraculaCape_Burstcloth
2 Years Ago
Merge from manpad_fix
2 Years Ago
Fixed custom vertex streams on manpad fx
2 Years Ago
Optim: Avoid transient allocations for GetReloadMenu This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet. Tests: Changed ammo for AK via radial menu
2 Years Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
2 Years Ago
manifest
2 Years Ago
Update: reset radioactivity when recycling Items Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here. Tests: none, trivial change
2 Years Ago
Optim: Reduce allocations when running reloading logic on the server - Added non-allocating singular IAmmoContainer.FindX methods We've got a bunch of places where we are only interested in result but try to gather all. Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
2 Years Ago
painted black on ocean and ocean side topos of oasises fixed ocasis_c biome texture not containing data
2 Years Ago
wip temporary, no-pickup world items
2 Years Ago
store view frontiers
2 Years Ago
Update: Getting rid of allocating PlayerInventory.AllItems - Previous AllItemsNoAlloc is now new GetAllItems - Added PlayerInventory.Contains Tests: none, trivial changes