135,178 Commits over 4,293 Days - 1.31cph!

Yesterday
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
Yesterday
Merge from main
Yesterday
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Yesterday
Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset
Yesterday
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Yesterday
Remove the word Player from a bunch of PlayerBoat static functions
Yesterday
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Yesterday
Post merge fixes
Yesterday
Add finished check
Yesterday
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Yesterday
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
Yesterday
merge from fix_copy_paste_duplicate_entity -> main
Yesterday
Attach cannon ball to hands when reloading cannons.
Yesterday
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
Yesterday
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
Yesterday
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
Yesterday
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
Yesterday
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
Yesterday
Picture Frame - updated scrap set icons
Yesterday
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Yesterday
Picture frames - texture update, deploy volumes fix
Yesterday
scrapframe xxl gibs
Yesterday
remove_extra_scientist_weapons -> main
Yesterday
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
Yesterday
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
Yesterday
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
Yesterday
boatai_balance_changes -> main
Yesterday
wip/tests
Yesterday
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
Yesterday
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
Yesterday
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
Yesterday
Picture Frames - texture update
Yesterday
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group Tests: ran unit tests, 4 failures left
Yesterday
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests - Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick - Fix invalid assertion for old logic when p2 moves, before subscription tick Tests: ran tests, now 8 failing (all related to Dead players)
Yesterday
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32) Tests: ran new unit tests, 14 fail
Yesterday
hooked up workshop source to sks skinnable
Yesterday
added night ambience sounds to the deep sea islands
Yesterday
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0
Yesterday
sks obj files
Yesterday
Easel fix, small and medium ornate frame fix
Yesterday
Tests: OcclusionGroupTests - Visibility tests now update network groups and update subscriptions This validates that subscription mechanism works on a basic level Tests: all 42 unit tests pass
Yesterday
SKS skinnable , still need to set up workshop source
Yesterday
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
Yesterday
Merge from artist_pack_dlc_old/paintball_overalls
Yesterday
Bugfix: OcclusionGroupTests - use AreEquivalent instead of AreEqual when comparing occlusion groups Old logic and new logic end up with differently ordered occlusion groups - but in real world we don't care about order Tests: all 42 unit tests pass
Yesterday
merge from fixed artist_pack_dlc_2 branch to newly constructed artist_pack_dlc
Yesterday
merge from fixed ornate frames branch
Yesterday
Fixed Cherry-picked branch
Yesterday
Yesterday
Bugfix: Eagerly initialize occlusion groups when player spawns When player's network group switches on spawn, it's treated as a bot, so doesn't create an occlusion group, but it might be awhile till next group switch, so player might have uninitialized occlusion group for a bit. Tests: unit tests - 42/45 pass