134,539 Commits over 4,293 Days - 1.31cph!

Yesterday
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
Yesterday
Replaces nav obstacle component on crates, electrical boxes, containers...
Yesterday
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
Yesterday
edited flashlight update vm anims
Yesterday
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.
Yesterday
merge from main
Yesterday
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Yesterday
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
Yesterday
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
Yesterday
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Yesterday
Merge from main
Yesterday
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Yesterday
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
Yesterday
gesture animation updates and blowpipe adjustments
Yesterday
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
Yesterday
Some code cleanup
Yesterday
merge from naval_update
Yesterday
meta deleted
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Added inflated normal bias based on normal recontruction from depth
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
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)
Yesterday
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
Yesterday
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Yesterday
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Yesterday
merge from fix_foundation_clipping_rocks -> main
Yesterday
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
Yesterday
merge from clearinventory_clothingchanged_fix
Yesterday
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Yesterday
Emission texture & mat for the deep sea buoy.
Yesterday
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Yesterday
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
Yesterday
merge from custom_icon_pooling_fix
Yesterday
Fixed a pooling bug with custom item icons
Yesterday
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)
Yesterday
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Yesterday
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
Yesterday
Fixed slightly floating crate on docks
2 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
2 Days Ago
merge from main -> fix_foundation_clipping_rocks
2 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
2 Days Ago
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2 Days Ago
travelling_vendor_spawn_prechecks -> main
2 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
2 Days Ago
Hooked up missing canvas materials
2 Days Ago
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2 Days Ago
codegen
2 Days Ago
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