124,832 Commits over 4,171 Days - 1.25cph!
main -> full_drone_marketplace_fix
Fix bag labels not recognising sleeping players
Disabled placeholder surface dirt in barges
Removed third blend layer from floating walkway materials
Ensure bag label updates if you quickly swap between different bags
Some additional unique walkway pieces to improve traversal
Casino progress
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
Fix incorrect vertex sum calculation
Would cause StringLight batching to try and use short index space rather than standard int space.
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Fix Chandelier groundwatch not working when it moves away too far from its origin
Prevent misleading "X used to create wrong class type" warning
Happened at edict limit when spawning gibs
Give prop_active_gib* descriptions and more sane values
* 100 active gibs should be plenty (was 999999)
Fixed server crashes when trying to spawn gibs at edict limit
Try to prevent HL1 gibs from falling out of the world
Try to add a better crash message when getting vertex size 0
Enable VRAD stats without verbose
Correct kill credit for striderbuster strider kills
Fixed certain gibs (manhacks, scanners) never fading out
Add description to g_ragdoll_maxcount
Fixed Strider still shooting you with ignoreplayers/disable AI
Enforce a fade time on gibs that never despawn (strider gibs)
FIxed Helicopter gibs never despawning
* Big ones have 2 minute lifespan
* Smaller ones have 1-5 second, as intended by source code
Try to improve edict exhaustion prevention logic
* Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts.
* Also added a separate warning for when running out of the absolute edict limit somehow.
* Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers)
Fixed BSP file.Find behavior
Added NPC.CapabilitiesHas
Updated TTT (Pull Requests)
* Raise passive equipment item limit from 16 to 32
* Remove "Missing CS:S" chat warning
Remove "HudBloodSplat" effect. (It did nothing at all)
Fixed Gunship and Sniper not appearing in the kill feed when killed
Change `whereis` to print path of missing files
Internal rework of main menu's bottom bar (Pull Request)
Update some warnings with more info
"Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
Try to improve edict exhaustion prevention logic
* Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts.
* Also added a separate warning for when running out of the absolute edict limit somehow.
* Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers)
Fixed BSP file.Find behavior
Added NPC.CapabilitiesHas
Updated TTT (Pull Requests)
* Raise passive equipment item limit from 16 to 32
* Remove "Missing CS:S" chat warning
Remove "HudBloodSplat" effect. (It did nothing at all)
Fixed Gunship and Sniper not appearing in the kill feed when killed
Change `whereis` to print path of missing files
Internal rework of main menu's bottom bar (Pull Request)
Update some warnings with more info
"Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
- Rewrite path following logic to not rely on unity's navmesh agent
- Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
Merge: from steamworks_posix_fix
- Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll
Tests: Built server standalone for Windows and Linux from Windows
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders.
- Linux got renamed to LinxuEditor and is only loaded for editor
This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested.
Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers.
1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png
2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
Merge: from baseplayer_serverupdateparallel
- Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think)
Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs
Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter
Tests: 2p on Craggy with UsePlayerUpdateJobs 2
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security tower mesh split and volume fixes
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Fixes to get things working again
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
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Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel
Can't eliminate it fully till we get UniTask, but this should make a dent
Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
updated exhibit decor pack steam icon
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed
Tests: 1p on Craggy with UsePlayerUpdateJobs 2
Optim: UsePlayerUpdateJobs 2 - cache continuation actions
Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches.
Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
Replaced proxy dock street lighting with dock lights.
Can no longer loot the input side of dropboxes from the other side
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
Merge: from baseplayer_serverupdateparallel
- Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon
Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow
- Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration)
- Also fixed marking player hostile if weapon drawn for long enough - same fix as above
Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later.
Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
Fix Invisible fire around Bradley APC debris, also fixes related entities.
added missing rhib buttons