192,565 Commits over 4,049 Days - 1.98cph!
Bunch of refactoring.
Fix double strikes.
Reduce reposition delay.
Setup LOD on vine line renderer
Applied same fix to double wood door, double armored door and factory door (not working atm)
Fixed doors and garage door gibs not being skinned
Merge from hackweek_reduce_copies_2
Update protobuf code generator (added back ReadUInt64 overload for array/span)
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
Added con_bgalpha/border to blocked convars
Fixed typo in Extra console dropdown
Fix white-on-white text color for pressed-in DMenuOptions
Minor cleanup
Remove unused member variable from keyvalues class
Fixed DTextEntry autocomplete clicks not functioning
Try to prevent infinite loops when firing bullets from OnTakeDamage
There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage
Reveamp scoreboard player volume scroller thing
So it's more obvious that you can scroll
https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
Updated kapok mesh and prefab
Added swinging vine texture
Created a viewmodel vine mesh
merge from io_networkcache
Merge from jungle_update (animal eyes shining in the dark)
Update wolf night eyes effect
Re-enabled network cache on RF and RC entities, not needed anymore
Enable croc eyes shining in the dark
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
Face towards player when re-appearing
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
Fixed vine renderers not spawning on proc gen
merge from high_walls_skins
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
Obscure vision overlay improvements
Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
Update: split GamePhysics.CheckCapsule<T>
- forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
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Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
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Merge from jungle_update (fix tigers and crocs being too rare)
Fix too few crocs and tigers, new spawning filter
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
Missed Snake Spoiled Meat Material file
Setup Snake Raw, Spoiled and Cooked Meat
Updated Snake Raw Textures
Added ladder trigger volume to zigg water tank
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- Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area