249,469 Commits over 3,959 Days - 2.63cph!
Fixed missing physic mat define on sidecar bike
update MapImageRenderer to match map shader water logic
Restored F7 report popup texts size
Leaderboard backup, run #
13891
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Cache actions to prevent allocs with Invoke and CancelInvoke
Add SkinnedModelRenderer.Parameters for better API to set animgraph parameters and show the parameters in inspector https://files.facepunch.com/layla/1b1211b1/sbox-dev_GElUzo5Kpn.mp4
add some shading to areas of map with steeper terrain slopes (cliffs)
Cliff DecorUniformTest progress / better coverage
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merge from enable_monument_scenes -> main
Bump max save game size to 16M (from 3)
This is Source's save system, for level transitions
Implement GetPreferredCarryAngles for `ai` type SENTs
Disable -nulldevice
Added NPC:SetIdealSequence
Fix undoing nocollide constraint not restoring collisions
Adds `disable_on_remove` keyvalue to `logic_collision_pair`
Adds 5th argument to constraint.Nocollide - disableOnRemove
Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option
Merged Pull Requests
TTT: Minor updates to Turkish translations
Optimized SortedPairs further
Added properties.Remove( name )
Fix monument scenes being enabled on server by default
- disabled on server
- enabled on client
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
initial 3p setup, entity updates
Use the system's language by default, before reading client.cfg file
Fallback to English if not supported
tissue box blockout mesh for placement and scale
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update: LootableCorpse pools ItemContainer
Tests: Equipped a horse with backpack and items, killed it - saw the uptick in ItemContainer telemetry, then once corpse despawned, it ticked down.
Improve SortedPairs even more (#2032)
* Improve SortedPairs even more
pr #2015 is good, but we can make it much better.
improvments:
table.insert( tbl, val ) > tbl[ #tbl + 1 ] = val
next( keys, i ) > keys [ i ]
benchmarks:
brandonsturgeon's version is 10.57% better then default.
my version is 35.87% better then default
or 28.29% better then brandonsturgeon's.
bench src: https://gist.github.com/Be1zebub/4b90791fc7ab2d89a18c7a93da143095
* Update table.lua
not very significant, but why not
+ 2-5% more perf (compared to the improved version)
Allow for properties to be removed (#2113)
* Allow for properties to be removed
* Added validation checks
TTT: Update Turkish (#2112)
* Update turkish.lua
I can't believe I missed this one
* Plural to Singular
Plural to Singular to mimic CS2's translation.
merge from world_update_2
Added rock formations to World Setup
Tweaked rock formation anchors to balance spawn rates
jumper cables with base materials
Look devving ziggurat interior. Working on mezzanine.
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Minor language option tweaks
Restored MenuUI prefab state
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Fixed missing characters in Chinese font
Fixed missing languages in LanguageSwitcher editor tool
Moved the language selection to the options menu
Languages are now listed by their names, written in their own languages
Move aliases to ISourceLocation
separated stationary player processing from moving player processing
- lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background