134,325 Commits over 4,262 Days - 1.31cph!

Today
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
Today
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
Today
Collisionmeshdata error fix for Candy Cane, Ball, Present
Today
Fixed compile error due to mathlib differences
Today
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster. Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum
Today
Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum
Today
merge from naval_update
Today
Swap to of the anchor colliders to metal where it makes sense Swap bbs interaction colliders to wood instead of concrete
Today
Sail is now actually cloth instead of wood Made colliders a bit more accurate on the top
Today
Update workshop scene "publish submission" info paragraph
Today
Fix a duplicate bone name on the cannon Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before Fix incorrect material
Today
Today
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
Today
Collider fixes for plank and ramp, assign wood material
Today
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false - switched it to be off by default, as it was likely off during my earlier testing Tests: none, trivial change
Today
Fixed some duplicate collider names on triangle ladder hatch
Today
Merge: from main
Today
changes on the throw icepick sounds
Today
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
Today
Bugfix: don't try to delay unparenting when teleporting away from the boat Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
Yesterday
Medical syringe animation updates
Yesterday
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
Yesterday
disable the begin/endContextRendering hooks on CommandBufferManager
Yesterday
update existing passes for pipeline changes
Yesterday
sync Rust.RenderPipeline changes
Yesterday
merge from workcart_canvas_fix
Yesterday
Removed the rogue canvas on workcart_aboveground prefab
Yesterday
axe throw audio changes
Yesterday
assigned rpg7 anim events to 3p reload anim
Yesterday
added lr300 space gun anim events to 3p reload/deploy anims
Yesterday
M92 textures polish
Yesterday
merge from blackjackmachine_optims
Yesterday
Reduced blackjack machine canvases culling distance
Yesterday
Added CanvasGroupEx (some helper methods to toggle them in one go)
Yesterday
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
Yesterday
GetWorldVelocity of the boat once instead of for every block
Yesterday
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
Yesterday
setup lr300 space animations for player update
Yesterday
added knife throw movement sounds
Yesterday
Additional profiling for boat water effects
Yesterday
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Yesterday
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Yesterday
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
Yesterday
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
Yesterday
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
Yesterday
Balanced darkness of metals in scrap component box
Yesterday
Testing re-adding rendererbatch to boat pieces
Yesterday
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
Yesterday
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
Yesterday
M92 weapon refresh anim updates