134,539 Commits over 4,293 Days - 1.31cph!
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support
- codegen
Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1
Tests: compiles
Replaces nav obstacle component on crates, electrical boxes, containers...
Update: Tickmode 1 - add allowtriggersleeping optim killswitch
- codegen
Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
edited flashlight update vm anims
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis
- took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to)
- Player Boats now set interest in XZ when alive, XYZ when sinking
- Buildfix for SERVER only code (whoops)
This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0
Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved
- added unit test for it
Needed for upcoming parent trigger optim
Tests: ran unit test
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Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
gesture animation updates and blowpipe adjustments
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Added inflated normal bias based on normal recontruction from depth
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position
Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Possible refactor of how we handle finding Splashable entities for the sprinkler
Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats)
Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour
This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Fixed small ramp colliders not on wood layer
Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
merge from fix_foundation_clipping_rocks -> main
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now
- made the relevant antihack convars replicated
merge from clearinventory_clothingchanged_fix
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Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Remove Bootil's ZLib usage (GZip), since it is unused by the game
Merged Pull Requests
* Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open
* Don't use deprecated VGUIFrameTime in the base game
Fix spawnicons not rendering when returning true in GM:RenderScene
Try to solve undo ordering issues due to clearing of undo table
Actually reenable net message buffer limiter thing
Whoopsie
Reenable FreeImage's GIF support for now
* Should not rely on this, GIFs as addon previews are not officially supported (never were)
Queue simple timers to next frame if called from a simple timer callback
merge from custom_icon_pooling_fix
Fixed a pooling bug with custom item icons
Re-apply SocketMod_TerrainCheck changes manually after merge from main
Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
Optim: reduce branching in BaseEntity.HasEntityInParents
Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places
Tests: spawned 100 boats with 3 sleepers
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
merge from main -> fix_foundation_clipping_rocks
Add god rock & anvil rock on the separate island on craggy for testing purposes
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travelling_vendor_spawn_prechecks -> main
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Hooked up missing canvas materials
Optim: TriggreParent.TickMode 1 - batch swimming checks
100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0.
Tests: built a boat, sank it by shooting, got unparented