193,643 Commits over 4,079 Days - 1.98cph!
CanSeeWallpaperSocket is now using alternative LOS checks
Fixes some issues when trying to pickup and reskin wallpapers
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
Move Steam item icons from my personal server to files.facepunch.com
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merge from networkcache_ownerid_fix
By default, entities won't use the network cache when networking their owner info
- Fixes drone owners not being able to set their ID
- Fixes signs being inaccessible to their owner when locked
Minor cleanups of empty/unused files
Minor cleanups/warning fixes
FIxed compile warnings with LuaJIT
"Mounting %i workshop addons" reports mounted count, not total count
Bump mem_max_heapsize to 512, and block it & datacachesize from Lua
"Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes
Undo internal texture changes from CS:GO that affect monitor materials
Remove voice_modenable in favor of voice_enable
Both of them existing only causes confusion for players.
Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1
Player:VoiceVolume works for local player without loopback
This only works when using Steam voice, and only when not recording voice to file. (The default state)
Update: Merging asset loading flows together
- still editor only + debug code to early out
- still slow (there's a number of issues left to resolve)
Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate
Tests: procgen in editor
- randomize weather noise offsets for variety
- respect render scale/dlss scaling
- sun and ambient improvements
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Update: hooking up gameobject spawning to async load logic
- Contains a bunch of testing code used for profiling, will clean up in next update
Needs a bit of rework to ensure both the orignal flow and new flow can work together.
Tests: ran procgen
Bugfix: fix out of bounds access during prefab shuffling
Tests: ran procgen, no exceptions
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
Added some moving 3D perlin-worley noise to break up the light beams slightly
proj matrix fixup, fix weather map noise tiling, more cleanup
merge from hackweek_fps_logging
Merge from hackweek_fps_logging
Can now log client FPS to a file using fps.startlogging.
Use fps.stoplogging to stop the logging, it will logged into a file.
Update: implement missing logic for both GatherAssets and Process
- GatherAssets now respects all relevant settings and sorts paths
- implemented Process that works on a batch of objects
Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Update: exposing prefab preprocesing from GameManager
Tests: none, simple change
Update: List and Array Shuffle range overloads
Tests: none, trivial code
Weekly skins tab new design
Added better light scattering for the volumetric god rays
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
material changes to dog kennel
Optim: replace prefab search logic with editor manifest lookups
- commented out a bunch of code for quicker iteration, wil lrevert later
- doesn't account for monument duplication/probability
Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms
Test: tried to procgen default editor map
Update: Sort editor manifest by path
Allows to do faster lookups
Tests: ran in the editor
turned emissive off on miner hat material so its not always on on world model
Re-applied Planner.Server changes
merge from debug_draw_fixes
merge from miner_hat_metal_to_specular
merge from /f1grenade_standard_to_specular_fix
merge from large_wood_box_floor/large_wood_box_floor
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merge from crossbow_workshop_duplicate
merge from computer_station_chat
merge from rock_formation_fix
merge from building_los_fix