134,369 Commits over 4,293 Days - 1.30cph!

18 Days Ago
rebase on main
18 Days Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
18 Days Ago
wood box - prefab tweaks
18 Days Ago
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
18 Days Ago
Use negative handles for fallback memory
18 Days Ago
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
18 Days Ago
Remove InstanceHandle and use a simple integer instead
18 Days Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
18 Days Ago
Gun trap building privilege tests
18 Days Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
18 Days Ago
Added AssertTrueForDuration custom yield instruction
18 Days Ago
Added some shotgun trap tests
18 Days Ago
syncvar_autosave_trimming -> main
18 Days Ago
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
18 Days Ago
auto_populate_entitylist -> main
18 Days Ago
Compile fix
18 Days Ago
auto_populate_entitylist -> main
18 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
18 Days Ago
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster.
18 Days Ago
Add convar for painting autosave timer duration
18 Days Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
18 Days Ago
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18 Days Ago
Restored the CanFire check
18 Days Ago
Code cleanup while im here
18 Days Ago
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18 Days Ago
merge from commandblock_tests
18 Days Ago
Swap some expected's and actual's in TestHBHFSensor
18 Days Ago
Apply fixes from Flaviens shelf, regenerate testlist
18 Days Ago
added new sounds for knife admire acrtion
18 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
18 Days Ago
merge from main
18 Days Ago
Merge: from main
18 Days Ago
added new sounds for salvaged axe admire action
18 Days Ago
merge from main
18 Days Ago
new sounds added and implemented for the salvaged icepick
18 Days Ago
merge from standardized_health_display_conditions -> main
19 Days Ago
merge from main
19 Days Ago
merge from shield_stats_display_workbench -> main
19 Days Ago
merge from flameturret_optims
19 Days Ago
merge from flameturret_optims/tests
19 Days Ago
quick_craft_improvements -> main
19 Days Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
19 Days Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
19 Days Ago
merge from flameturret_optims/tests
19 Days Ago
Compile fixes
19 Days Ago
More flame turret tests
19 Days Ago
Misisng meta file
19 Days Ago
main -> quick_craft_improvements
19 Days Ago
merge from naval_update
19 Days Ago
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings