135,190 Commits over 4,293 Days - 1.31cph!

3 Days Ago
add underwater fog blending for tropical shores in deep sea
3 Days Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
3 Days Ago
Merge from main
3 Days Ago
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
3 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
3 Days Ago
merge from main
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
set up steam item for artist pack, linked to all items, set up sprays
3 Days Ago
Picture frames - reverted light up frames to correct material
3 Days Ago
scrapframe shutter mat tweaks, deleted unused textures
3 Days Ago
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
4 Days Ago
Merge from main
4 Days Ago
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4 Days Ago
Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset
4 Days Ago
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
4 Days Ago
Remove the word Player from a bunch of PlayerBoat static functions
4 Days Ago
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
4 Days Ago
Post merge fixes
4 Days Ago
Add finished check
4 Days Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
4 Days Ago
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
4 Days Ago
merge from fix_copy_paste_duplicate_entity -> main
4 Days Ago
Attach cannon ball to hands when reloading cannons.
4 Days Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
4 Days Ago
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
4 Days Ago
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
4 Days Ago
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
4 Days Ago
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
4 Days Ago
Picture Frame - updated scrap set icons
4 Days Ago
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
4 Days Ago
Picture frames - texture update, deploy volumes fix
4 Days Ago
scrapframe xxl gibs
4 Days Ago
remove_extra_scientist_weapons -> main
4 Days Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
4 Days Ago
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
4 Days Ago
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
4 Days Ago
boatai_balance_changes -> main
4 Days Ago
wip/tests
4 Days Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
4 Days Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
4 Days Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
4 Days Ago
Picture Frames - texture update
4 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
4 Days Ago
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
4 Days Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
4 Days Ago
hooked up workshop source to sks skinnable
4 Days Ago
added night ambience sounds to the deep sea islands
4 Days Ago
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0