134,333 Commits over 4,262 Days - 1.31cph!

Yesterday
notification_custom_link_support -> main
Yesterday
Allow external/internal arguments to be passed
Yesterday
Merge from naval_update
Yesterday
Fixed tutorial islands getting the wrong ID when loading a save
Yesterday
First pass of test runner editor window, still wip
Yesterday
Can now create notifications with custom links
Yesterday
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
2 Days Ago
Merge from boat_water_fx_optim
2 Days Ago
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
2 Days Ago
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
2 Days Ago
Collisionmeshdata error fix for Candy Cane, Ball, Present
2 Days Ago
Fixed compile error due to mathlib differences
2 Days Ago
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
2 Days Ago
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
2 Days Ago
merge from naval_update
2 Days Ago
Swap to of the anchor colliders to metal where it makes sense Swap bbs interaction colliders to wood instead of concrete
2 Days Ago
Sail is now actually cloth instead of wood Made colliders a bit more accurate on the top
2 Days Ago
Update workshop scene "publish submission" info paragraph
2 Days Ago
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
2 Days Ago
2 Days Ago
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
2 Days Ago
Collider fixes for plank and ramp, assign wood material
2 Days Ago
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
2 Days Ago
Fixed some duplicate collider names on triangle ladder hatch
2 Days Ago
Merge: from main
2 Days Ago
changes on the throw icepick sounds
2 Days Ago
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
2 Days Ago
Bugfix: don't try to delay unparenting when teleporting away from the boat Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
2 Days Ago
Medical syringe animation updates
2 Days Ago
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
2 Days Ago
disable the begin/endContextRendering hooks on CommandBufferManager
2 Days Ago
update existing passes for pipeline changes
2 Days Ago
sync Rust.RenderPipeline changes
2 Days Ago
merge from workcart_canvas_fix
2 Days Ago
Removed the rogue canvas on workcart_aboveground prefab
2 Days Ago
axe throw audio changes
2 Days Ago
assigned rpg7 anim events to 3p reload anim
2 Days Ago
added lr300 space gun anim events to 3p reload/deploy anims
2 Days Ago
M92 textures polish
2 Days Ago
merge from blackjackmachine_optims
2 Days Ago
Reduced blackjack machine canvases culling distance
2 Days Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
2 Days Ago
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
2 Days Ago
GetWorldVelocity of the boat once instead of for every block
2 Days Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
2 Days Ago
setup lr300 space animations for player update
2 Days Ago
added knife throw movement sounds
2 Days Ago
Additional profiling for boat water effects
2 Days Ago
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