133,929 Commits over 4,262 Days - 1.31cph!

5 Minutes Ago
merge from naval_update
6 Minutes Ago
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14 Minutes Ago
Couple test fixes
31 Minutes Ago
quick_craft_improvements -> main
33 Minutes Ago
Minor quick craft button cleanup
37 Minutes Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
49 Minutes Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
51 Minutes Ago
merge from main
55 Minutes Ago
merge from crosshair_button_release
55 Minutes Ago
Fix the crosshair preview buttons triggering on pressed instead of released
56 Minutes Ago
Merge from space_station_weapon_skin
58 Minutes Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
1 Hour Ago
Cherrypick from 139797
1 Hour Ago
Cherrypick from 139793
1 Hour Ago
Merge from main
1 Hour Ago
Merge from naval_update
1 Hour Ago
Added admire sounds to the salvaged axe
5 Hours Ago
Convert seq_num uint → int
6 Hours Ago
rebase on main
Today
Merge from main
Today
Merge from naval_update/industrial_optim
Today
Formatting fixes
Today
Rework buffer transfers, all tests now pass
Today
Remove unused method PurchaseUpkeepTime(float)
Today
Fixed a bunch of tests, buffer transfers still failing
Today
merge from solarpanel_tests
Today
Added solar panel tests Minor SolarPanel class cleanup
Today
Merge from naval_update
Today
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Today
merge from fix_console_thread_cancel -> main
Today
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Today
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
Today
First iteration of easel bars adjusting for painting size, clean up code
Today
Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree
Today
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
Today
merge from main
Today
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff
Compile fix
Re-apply Jarryds changes on 112808, 112812 and 112814
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
Subtract 139721
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes - Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them - Extra profiling - Remove quickcraftdelay: not needed anymore
Today
Update: started on ShouldParentEntitiesJobs (incorrect name) - Simplified ShouldParentEntities (also incorrectly named) Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side) Tests: none, not ready
Today
Update: GamePhysics.TraceRays now supports ignore entities - Added TraceRealmRays (not unit tested, will do that tomorrow) - Added unit tests for TraceRays - TraceRays skips sorting if maxHitsPerTrace is less than 2 Tests: unit tests
Today
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
Today
naming updates