133,898 Commits over 4,262 Days - 1.31cph!

20 Minutes Ago
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
21 Minutes Ago
First iteration of easel bars adjusting for painting size, clean up code
1 Hour Ago
Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree
1 Hour Ago
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
2 Hours Ago
merge from main
2 Hours Ago
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
2 Hours Ago
hotreload_serialization_fix_2 -> main
2 Hours Ago
Patch out the rest of the items we dont need: android app support and expose server stuff
3 Hours Ago
Compile fix
3 Hours Ago
Re-apply Jarryds changes on 112808, 112812 and 112814
3 Hours Ago
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
3 Hours Ago
Subtract 139721
3 Hours Ago
Compile fixes after deleting the convar
3 Hours Ago
Quick craft menu shows skins again so you know what skin you are crafting
3 Hours Ago
- Quick Craft menu now updates instantly when inventory changes - Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them - Extra profiling - Remove quickcraftdelay: not needed anymore
3 Hours Ago
Update: started on ShouldParentEntitiesJobs (incorrect name) - Simplified ShouldParentEntities (also incorrectly named) Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side) Tests: none, not ready
3 Hours Ago
Update: GamePhysics.TraceRays now supports ignore entities - Added TraceRealmRays (not unit tested, will do that tomorrow) - Added unit tests for TraceRays - TraceRays skips sorting if maxHitsPerTrace is less than 2 Tests: unit tests
4 Hours Ago
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
5 Hours Ago
naming updates
5 Hours Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
5 Hours Ago
animator naming update
5 Hours Ago
paintball file naming and cleanup
5 Hours Ago
paintball viewmodel prefab fixes, re-exported anims
6 Hours Ago
merge from hbhf_sensor_tests
6 Hours Ago
Some more small fixes, regenerated testlist
6 Hours Ago
Updating player anim controller with v4 gestures
6 Hours Ago
Updating 3p_crude gestures with correct frame ranges
6 Hours Ago
Apply shelf from big Flav
Today
exported latest 3p paintball gun anims
Today
merge from naval_update
Today
Updating paintball gun rig
Today
merge from main
Today
Code clean up
Today
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Today
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
Today
Debug log damage scale too
Today
creating paintball gun 3p anims
Today
Damage test save with boats and cannons. Debug logging.
npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors. Had to adjust all NPC Vending Machine prefabs and S2P the following: - Stables - Fishing Villages - Bandit - Outpost
Today
merge from main
Today
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Today
Kill deep sea if water system is null
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
Today
merge from lastplayed_sorting_fix
Today
Fix sorting by "last played" not working correctly in the server browser
Today
merge from naval_update
Today
Fixed gingerbread softside ceiling wallpaper always showing the default skin