240,665 Commits over 3,867 Days - 2.59cph!
exported updated unarmed crouch anims and set to 50 frames in length
Listen for addon config updates, update collision rules
merge from turret_interference_optimization
Load collision rules from current game package
Try setting SDL_VIDEO_X11_XRANDR for linux
Apparently fixes multimonitor issues on some systems?
Make fps_max save, and add an option for it in video settings
Save NPC health in duplications
Internal code cleanups
Removed useless macro, reduced usages of ErrorNoHalt in favor of its "with stack" alternative.
ProtectedCall supports varargs just like pcall
Update .gitignore
Update 360controller.cfg
remove tf2 specific stuff
MAX_MAP_ENTITIES to 32k
Move Multiplayer options tab to front, and rename it to GAME
Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete
Try bumping MAX_MAP_ENTITIES to 65k
For that one map author that refuses to optimize their maps
Try bumping engine hunk limit to 256MB
Try bumping MAX_MAP_ENTITIES to 65k
For that one map author that refuses to optimize their maps
Try bumping engine hunk limit to 256MB
added ceramic_trim 1 + 2 + painted + blends
https://files.facepunch.com/jason/1b3111b1/sbox_d9hOUKJGVY.png
also added metal_trim_clean
exported new player rifle attack and aimed attack anims
merge from base_decor_DLC
ITypeLoader.IsProperty(ParameterInfo)
ITypeLoader.IsProperty(PropertyInfo)
Leaderboard backup, run #7061
Alternate turret optimisation - store all turret locations in a grid for easy, performant, scaling access and access that at runtime, bypassing physics entirely
Seems at least 2x-5x faster in artificial tests, should scale much better in crowded bases
Start with caching the list of nearby turrets so we don't need to do a spherecast every time we want to update interference
Fix torches in holders continuing to lose condition even after they are extinguished
Additional model block outs
Fixed an extra set of arms appearing during some gestures in the mirror
Fixed push animation getting cancelled by movement
Merge my player eyes fix -> base_decor_DLC
Remove some GC allocations in PlanarReflectionCamera
Fixed renderers disabled via HideInFirstPerson not appearing in mirrors (fixes all entites that use planners, as well as most missing held entities)
Fixed player head appearing distorted in mirrors while dancing
Fixed rocking chair gibs using wrong materials.
Fixed a couple of shader compile warnings, one of them important
Merge main -> experimental
Update player eyes properly while they're looking in a mirror
Fixed mirrors not rendering the inside of caves and others (Blend4Way, SnowArea)
Merge main -> experimental
Fixed tunnel hurt trigger damaging players at the sides
Reinstate hurt trigger on tunnel entrance, after prefab corruption fix
Revert corrupted train tunnel entrance
Log compositor errors 🤦♂️
Texture is already transitioned when we receive it in managed - don't try to transition it again!!
SetSteamVrCompositorTexture signature simplified
merge from base_decor_DLC
merge from rail_network_link
Update 360controller.cfg
remove tf2 specific stuff
MAX_MAP_ENTITIES to 32k
Move Multiplayer options tab to front, and rename it to GAME
Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete
Increased the size of terrain collision triggers near the entrances in an attempt to fix Terrain Violation
fix rocking chair creak sound gain curve
Fixed leaking lights in train_tunnel_stop_a_36m
Moved metro map prop in train_tunnel_stop_b_72m because it was overlapping some signs
exported new player lr300 reload anim