133,976 Commits over 4,262 Days - 1.31cph!
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea
Patrol heli cant target players in the deep sea
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
Fixed deep sea stuck in busy state if server restarted when its closing or opening
Bypass placing in rock check for square & triangle foundation
- allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally
- should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
Add support for certain prefabs to bypass TestPlacingThroughRock()
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update
- put below the power lines so it's not floating anymore & gives us a place to test the bug
updated clip meta for 3p sitting in boat anims
updated rowboat Ik target
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Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split
- fixes grenade skins often not showing on the world model
updated feet and hand ik tragets on snowmobiles
updated ik hand targets on battering ram
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks
- previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay
- needs testing
Clear out NULL entities from g_SBoxObjects on removal
* When player props are removed post disconnection, previous solution was either untested or simply inadequate?
Clear cleanup.GetList of NULL entities every so often
Clear invalid undos every so often
* This is mostly for disconnected players
Fire a problem when WorkshopDL download fails
For highest severity problems, fire a notification
* This should mostly be failed addons downloads, most importantly - during server loading screen
Merged Pull Requests
* Fixed potential Lua errors with Dynamite sandbox entity
* Fixed errors in Entity:CallOnRemove callbacks preventing other callbacks from running
* Optimize Player:GetEyeTrace*
* Menu: Only override <a> in Awesomium
* Menu: Disable some AngularJS features
* Adding a cooldown to the Camera weapon effects
merge from main -> loaded_ammo_type_indicators
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Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
Adding ipush door gesture for v4 rig
updated idle speed of blendtree
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0)
At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins
Tests: ran the new tests
m92 animation update export
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
fixed viewmodel prefab issues
food box - game model, texture pass and lod pass, updated icon.
Clean: reorganize GamePhysics tests into Unit child class
Prep for Perf unit tests.
Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
Remove flow map from shared burst data, I forgot to undo this change earlier.
Update: made GamePhysics.TraceRays return guaranteed nearest hits
- added fast path for TraceRays with maxHits == 1
- Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough
Tests: ran unit tests
- Reuse list buffer in water collision checks.
- Add shared static accessor to TerrainMeta to access terrain position/size from burst.
- Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.)
- Make GetFlowDirection easier to access from burst, not yet burst compiled
- Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path.
Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
exported latest paintball gun vm animations
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
paintball gun viewmodel
- updated item name & description so it can be found
- animator update
Fix snake not updating lifestory hits and animal kills
Fix all new AI not updating lifestory hits
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
Fix cant start coroutine because object is inactive error
quickcraft_improvements -> main
Make the Autoturret idle animation run only on the client.
This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players
Saves roughly 20KB/s for our big turret base save
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