135,173 Commits over 4,293 Days - 1.31cph!

10 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
11 Days Ago
autoturret_improvements -> main (passed unit tests)
11 Days Ago
Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt
11 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
11 Days Ago
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11 Days Ago
Easels drop paintings (data saved) when destroyed
11 Days Ago
merge from slots_optimize
11 Days Ago
S2P Outpost
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
merge from naval_update
11 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
11 Days Ago
merge from fix_nms_loot_reset -> main
11 Days Ago
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
11 Days Ago
merge from main
11 Days Ago
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
11 Days Ago
Fixed exit portal map marker showing when looking at the main land from the deep sea
11 Days Ago
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
11 Days Ago
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
11 Days Ago
Deep sea portal climate doesn't kick in if the deep sea is closed
11 Days Ago
Update idle event on krieg shotgun
11 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
11 Days Ago
Medical syringe animation updates on inject friend wounded
11 Days Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
11 Days Ago
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
11 Days Ago
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
11 Days Ago
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
11 Days Ago
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
11 Days Ago
s2p on monuments containing nav obstacles
11 Days Ago
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.
11 Days Ago
Merge: from main Tests: compiles
11 Days Ago
Undo subtract in CS 140351
11 Days Ago
Merge: from main Tests: compiles
11 Days Ago
Subtract CS 140319 (fix_foundation_clipping_rocks)
11 Days Ago
merge from main -> fix_foundation_clipping_rocks
11 Days Ago
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
11 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
11 Days Ago
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
11 Days Ago
edited flashlight update vm anims
11 Days Ago
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.
11 Days Ago
merge from main
11 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
11 Days Ago
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
11 Days Ago
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
11 Days Ago
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11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
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
11 Days Ago
gesture animation updates and blowpipe adjustments
11 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
11 Days Ago
Some code cleanup