249,482 Commits over 3,959 Days - 2.63cph!
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Live preview test
Live preview cleanup, fade
https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4
LivePreview fixes
Search widget
Get rid of live preview, not a good idea right now
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Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
bucket paint leak repetition fix
More forgiving ledge grab threshold
Update: Switch to Dynamic measurements for Pool perf tests
- Also moved the tests into it's own nested class since there'll be more in the future.
Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes.
Tests: ran the pool perf tests, results line up with previous
No more one-frame lag for ledge detection/movement
No air dash, double jump when holding ledge
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Only allow grabbing ledges
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
Bugfix: Avoid perf degradation with many small Perf Test iterations
Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed.
Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger
- Simple BitArray for static, brute-force through dynamics due to tiny count
- train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
Backport some ledge climbing, you can climb up anything right now
Bugfix: Avoid tracking allocations from Setup/Cleanup
This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL.
Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
New: Adding PoolTests allocation perf test
Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs).
Tests: ran it and validated results in the Test Report window
Tweak sliding to be less shit, and also simpler
Add: Adding Performance Test Framework(v3.0.3) as a source package
While evaluating I discovered a couple issues, so will be patching it over time
Tests: wrote a pool perf test, it ran
Can add code blocks to news
bucket texture update
includes material groups for no paint and with paint
world_update_2/logpile_fixes -> world_update_2
Rebalanced wood pile to 1k with hatchet
Fix benchmarks not recording properly
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Image & prefab preview tweaks
Use poppins for "add..." button
Asset highlight tweaks
Gradient backgrounds
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_jeVfRAn7hg.png
Tweak mini icon position
PathWidget defaults to not editing
Fixed Jackhammer causing RPC Error when used on legacy wood piles
Benchmarks use new models
Fix facet counts
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fixed bird shit decal projecting on decal layer0
Package Fetch api is more forgiving (just returns null on 404)
Benchmark diagnostics
When cancelling some changes to an editable block, refresh automatically, otherwise shit disappears until refreshing the page
Heli Error Spam Fix -> Main
Revert heli dynamic height
Should prevent error spam
world_update_2/radioactive_water -> world_update_2