133,929 Commits over 4,262 Days - 1.31cph!
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quick_craft_improvements -> main
Minor quick craft button cleanup
Opening Quick Craft down from 5.50ms to 3.39ms
- Minor Cleanup
Taper the quick craft rebuild over a few frames with coroutines to half the workload
merge from crosshair_button_release
Fix the crosshair preview buttons triggering on pressed instead of released
Merge from space_station_weapon_skin
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
Added admire sounds to the salvaged axe
Convert seq_num uint → int
Merge from naval_update/industrial_optim
Rework buffer transfers, all tests now pass
Remove unused method PurchaseUpkeepTime(float)
Fixed a bunch of tests, buffer transfers still failing
merge from solarpanel_tests
Added solar panel tests
Minor SolarPanel class cleanup
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
merge from fix_console_thread_cancel -> main
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
Add debris to roof & triangle roofs
- show debris locations in DrawGizmosSelected()
First iteration of easel bars adjusting for painting size, clean up code
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
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
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
- Fixed serializiation layout error from Hot Reload upgrade
- Changed some default settings
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
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
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
- Added pose anim clips for paintball levels
- Added layer and blendtree for balls to animator
- Added ammo count param & tied this to the poses