134,505 Commits over 4,293 Days - 1.31cph!
Deep sea portal climate doesn't kick in if the deep sea is closed
Update idle event on krieg shotgun
Fix navMeshModifierVolume being accessed after being destroyed
Medical syringe animation updates on inject friend wounded
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation.
AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
Merge: from triggerparentdelayedexit_optim
- Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default)
Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
Update: set TriggerParent.TickMode to 1 by default
- codegen
Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
s2p on monuments containing nav obstacles
Move auto turret idle calculations back to the server:
This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server.
Having the client do it would result in mismatches.
Merge: from main
Tests: compiles
Merge: from main
Tests: compiles
Subtract CS
140319 (fix_foundation_clipping_rocks)
merge from main -> fix_foundation_clipping_rocks
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support
- codegen
Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1
Tests: compiles
Replaces nav obstacle component on crates, electrical boxes, containers...
Update: Tickmode 1 - add allowtriggersleeping optim killswitch
- codegen
Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
edited flashlight update vm anims
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis
- took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to)
- Player Boats now set interest in XZ when alive, XYZ when sinking
- Buildfix for SERVER only code (whoops)
This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0
Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved
- added unit test for it
Needed for upcoming parent trigger optim
Tests: ran unit test
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Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
gesture animation updates and blowpipe adjustments
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Added inflated normal bias based on normal recontruction from depth
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position
Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Possible refactor of how we handle finding Splashable entities for the sprinkler
Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats)
Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour
This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
merge from fix_foundation_clipping_rocks -> main
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now
- made the relevant antihack convars replicated
merge from clearinventory_clothingchanged_fix
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Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Remove Bootil's ZLib usage (GZip), since it is unused by the game
Merged Pull Requests
* Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open
* Don't use deprecated VGUIFrameTime in the base game
Fix spawnicons not rendering when returning true in GM:RenderScene
Try to solve undo ordering issues due to clearing of undo table
Actually reenable net message buffer limiter thing
Whoopsie
Reenable FreeImage's GIF support for now
* Should not rely on this, GIFs as addon previews are not officially supported (never were)
Queue simple timers to next frame if called from a simple timer callback