139,797 Commits over 4,352 Days - 1.34cph!

2 Months Ago
merge from main
2 Months Ago
Added initial shadow presets
2 Months Ago
Merge from naval_update
2 Months Ago
Advanced on-screen profiling using FrameTimingManager (WIP)
2 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
2 Months Ago
Improve Update() performance by caching is_in_motion state for every entity.
2 Months Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
2 Months Ago
add underwater fog blending for tropical shores in deep sea
2 Months Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
2 Months Ago
Merge from main
2 Months Ago
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
2 Months Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
merge from main
2 Months Ago
set up steam item for artist pack, linked to all items, set up sprays
2 Months Ago
Picture frames - reverted light up frames to correct material
2 Months Ago
scrapframe shutter mat tweaks, deleted unused textures
2 Months Ago
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Fixed a crash with running "+showbudget" on srcds Add type checking to Entity:PhysicsInitConvex second arg Fixed some potentially crashy issues Merged Pull Requests * Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes * Micro optimization for sql.QueryValue * TTT: Fix auto weapon spawning on non-TTT maps Fixed smscorch2_subrect.vmt having wrong texture offset
2 Months Ago
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
2 Months Ago
Remove the word Player from a bunch of PlayerBoat static functions
2 Months Ago
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
2 Months Ago
Post merge fixes
2 Months Ago
Add finished check
2 Months Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
2 Months Ago
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
2 Months Ago
merge from fix_copy_paste_duplicate_entity -> main
2 Months Ago
Attach cannon ball to hands when reloading cannons.
2 Months Ago
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
2 Months Ago
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
2 Months Ago
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
2 Months Ago
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests) Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios Tests: ran new tests, all pass
2 Months Ago
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group Tests: ran all unit tests, all green
2 Months Ago
Picture Frame - updated scrap set icons
2 Months Ago
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
2 Months Ago
Picture frames - texture update, deploy volumes fix
2 Months Ago
scrapframe xxl gibs
2 Months Ago
remove_extra_scientist_weapons -> main
2 Months Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
2 Months Ago
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
2 Months Ago
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates Need them to validate that new logic can unsub from group it's in (which is illegal) Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
2 Months Ago
boatai_balance_changes -> main
2 Months Ago
wip/tests
2 Months Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
2 Months Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
2 Months Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto