192,973 Commits over 4,049 Days - 1.99cph!
Make buoys add a little force to the player when they stand on top
radioactive_water -> world_update_2
Increased buffer on water body physics check
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merge from runtime_profling_pooling -> main
Merge from main -> runtime_profiling_pooling
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
Episodic models for Combine Dropship and Mossman
They should contain all animations for all 3 games.
merge from runtime_profiling_raknet -> main
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Only drop physics gun held props from Lua
Merge from main -> runtime_profiling_raknet
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
incremental updates, respond to texsize change in editor
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
viewmodel prefab - rough placement for attachments (will fininalize once viewmodel attachment override script is on same branch as asset)
3p entity - updated flashlight attachment position
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Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
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Remove a bunch of the buggy water check logic. Just parse radioactive status of water on drink/fill requests
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Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Some changes on the new radioactive body drinking detection. Closer.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Fix fireball emission potentially not only being enabled when fireballs are stationary
Fixed radioactive water poisoning sound trying to access a higher index by accident
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
Update: Pool can track container capacity memory overhead
- Implemented as an editor-only feature to avoid adding overhead in release
I needed to confirm that we don't keep around giant lists/buffers in the pool.
Tests: entered play mode in editor
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
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Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Additional checks for ice sheets to avoid rivers
basis of water flow terraindata
- compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
Fixed some additional oddities where rivers meet ocean
Fixed several GenerateOceanTopology oversights