133,912 Commits over 4,262 Days - 1.31cph!

Yesterday
Merge from parent
2 Days Ago
2 Days Ago
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
2 Days Ago
Wrapped the new time tracking in editor defines
2 Days Ago
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
2 Days Ago
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
2 Days Ago
Fixed deep sea dwelling spawning their NPC and crates again after a server restart They now spawn once when the deep sea opens Also load balanced the whole thing so we don't spawn too much stuff at the same time
2 Days Ago
rebase on main
2 Days Ago
WIP: TriggerParent managed queue, no batching, no burst Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping. Tests: none, not plugged in
2 Days Ago
Merge from main
2 Days Ago
scientist_boat_work_queue -> main
2 Days Ago
Codegen
2 Days Ago
Hack to get around boat steering and gas pedal ref values in a work queue
2 Days Ago
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
3 Days Ago
Prop Spawn effect works better with depth pass Remove forced RENDERMODE_TRANSCOLOR from Balloon entity * The entity can still be colored just fine Fixed Sandbox tools showing alpha selectors when unwanted * Most default tools showed the alpha bar while it did nothing. It is no longer shown for tools that do not make use of it. "Fixed" certain weapons rendering effects in opaque pass * Since view models cannot be TWOPASS (or TRANSPARENT), we fake the flag by always applying it for ViewModelDrawn, except for depth pass * Adds new argument to SWEP:ViewModelDrawn - STUDIO_ flags. Transparent effects should only be rendered here if STUDIO_TRANSPARENCY is set
3 Days Ago
Fixed deep sea dwellings changing position after a server restart - Disabled auto spawn and enabled saving on all islands SpawnGroups - We now trigger the SpawnGroup initial spawn when the deep sea is opening Also fixes ores and collectables respawning after a server restart S2P all islands
3 Days Ago
Some minor changes from TF2 SDK * net_graph lerp * debug builds related change * vgui buildmode fix Update SSE math from TF2 SDK * Just a preventative measure against improper usage of LoadAlignedSIMD Some more TF2 SDK changes * TextImage::GetText fix * scaled physics and saverestore fix * dynamic shadow poke-thru fix Fix some crashy issues Rework internals of Player.Kick and game.KickID * They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end. Fix an issue with CBasePlayer::Kick Fix new Lua error with spawnmenu again * Why was it "HangOpen" and not "SetHangOpen" for spawnmenu.. Probably fixed floating addons on Linux Minor cleanups Ensure we don't load saverestore files from mountable games Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables
3 Days Ago
merge from better_smoothing
3 Days Ago
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
3 Days Ago
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
3 Days Ago
Gated a NPCSpawner log behind a convar (npcspawner.debug) Improved the log to be more useful
3 Days Ago
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
3 Days Ago
Some bounds checking in shader system just in case Fixed a regression with Entity:CreateParticleEffect when using tables
3 Days Ago
exported paintball gun world model rig and 3p anims
3 Days Ago
Fixing skinning on m92 mag
3 Days Ago
merge from main
3 Days Ago
merge from cargo_cam_rotation_fix
3 Days Ago
Simplify the way the cargo cameras get their rotation, it was stupid and only worked because the event always spawns cargo at the same initial rotation
3 Days Ago
Merge from iconrender_texture_streaming_fix
3 Days Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
3 Days Ago
partyhat_worldmodel_fix -> main
3 Days Ago
Merge from main
3 Days Ago
Dropped Party Hats are no longer white. They are now the same as the colour when worn
3 Days Ago
merge from naval_update
3 Days Ago
merge from main
3 Days Ago
Merge from standardwithdecal_shader_additional_maps
3 Days Ago
Merge from main
3 Days Ago
Added the initial implementation of inflated normal bias for hard shadows
3 Days Ago
WIP, it's getting annoying to drag these changes across branches: - Move a good chunk of buoyancy into burst. - Add burst methods for filling buoyancy point data arrays. - Introduce methods for running buoyancy in a batch rather than on every component separately.
3 Days Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
3 Days Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
3 Days Ago
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
3 Days Ago
exported latest paintball gun rig and anims
3 Days Ago
Paintball Gun - prefab fixes, icon
3 Days Ago
Profiling PlayerBoatSounds
3 Days Ago
notifications_indicator_fix_2 -> main
3 Days Ago
Formatting
3 Days Ago
Fix standard notifications not being included properly
3 Days Ago
moved ice block to Deployed layer
3 Days Ago
Disable Indirect Instancing by default to unblock editor issues (I'll be back)