135,180 Commits over 4,293 Days - 1.31cph!

1 Year Ago
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1 Year Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
1 Year Ago
Update: consolidate tree manager cell streaming - Hidden behind the Network level 2 logging Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
1 Year Ago
- Further cloud experimenting/prototyping - Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars) - Set up shader to render clouds into reflection probe - Better partial update pattern
1 Year Ago
attachments wip
1 Year Ago
Minor bounce shift to fix stray spec.
1 Year Ago
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1 Year Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
1 Year Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
1 Year Ago
Added setlocalplayervisible client admin command
1 Year Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
1 Year Ago
Player:StripWeapons drops weapons before removing them This mimics behavior of Player:StripWeapon() Added massCenterOveride for certain physics init functions PhysicsInit PhysicsInitMultiConvex PhysicsInitConvex PhysicsFromMesh PhysicsInitBox PhysModelCreateBox doesnt reset solid parameters Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png Case sensitive include (Linux compile fix) Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called Added "use local space" to "Position Within Box Random" particle init Replace missing .png/.jpg image data with white color This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
1 Year Ago
Apply the fix for Panel.Exec on SetHTML'd panels This is probably wasn't affecting this branch, but still match the code Run render.UpdateRefractTexture during halo rendering Fixes garrysmod-issues/issues/6000 Delete constraints.lua Unused file Added sbox_maxconstraints and sbox_maxropeconstraints Both default at 1000, sbox_maxconstraints is for non rope constraints only, not ALL of them. Nocollide is considered a non rope constraint now for the sake of limits. Also fixed a bug where duplicated constraints would not be able to be cleaned up via Utilities > Admin or User Cleanup player.CreateNextBot sets the bot name by player_activate event Fixes for HL1 barnacle Added SetTarget1-4 to logic_choreographed_scene/scene_entity Pull Request: Search bar in icon editor + copy to clipboard Pull Request: TTT traitor button fixes Fixed CNPC_ControllerZapBall not doing damage Consistent returns from Sandbox tool Make* functions Minor clean ups in constraint library 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 ) Added surface.GetPanelPaintState returns a table with the following keys: * translate_x * translate_y * scissor_left * scissor_top * scissor_right * scissor_bottom * scissor_enabled
1 Year Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
1 Year Ago
Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
1 Year Ago
Updated Meta Files
1 Year Ago
merge from physics_horses
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merge from main
1 Year Ago
merge from RF_optim
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Put counter text changes on the correct branch
1 Year Ago
Clean: forgot to save an extra comment Tests: none, trivial change
1 Year Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
1 Year Ago
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1 Year Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
1 Year Ago
Fixed some placeholder stuff for gesture slots that are empty
1 Year Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Fixed large stables vendor getting killed on server restart
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
1 Year Ago
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1 Year Ago
Apply distance checks to individual covers instead of cover groups
1 Year Ago
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1 Year Ago
merge from divesite_respawn_fix
1 Year Ago
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