257,433 Commits over 4,018 Days - 2.67cph!
execute perk
explosion perks etc
Leaderboard backup, run #
18197
Adjust angle limits
Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available
If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
Rename legacy tonemapper to linear, upgrade existing ones using legacy to HableFilmic
LTC Area Lights experiment
Iterate area lights
https://files.facepunch.com/sampavlovic/1b1111b1/sbox-dev_hPxsPa4Lmq.mp4
exploding barrel
fix chest glow
more dodge perks, tweak player heal/dmg rpcs
more perks, player SetScale
combustion perk, any enemy can explode
enemy exploding lerp scale
exploding anim
Better vine visual rotation handling, use burst cloth for now
Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
Rough process for preventing multiple vines from overlapping when parked
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
sunkenknife 4k textures and material
Bugfix: don't leak WaterLevel's persistent allocations
Currently only allocating on Server, since no other code actively relies on this.
Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
adjusted sunken knife icon
updated prefabs
bee_ux_improvements -> main
Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests
Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
Minor quest balancing
Fix tooltips clipping off the top of the screen
Networking interactable and placeable fixes
Only run console commands in the editor
Direct To Storage skill networking fix
Added chat bubbles above players when they speak
https://files.facepunch.com/CarsonKompon/2025/March/10_16-56-InternationalAllensbigearedbat.mp4
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry
Tweaked materials and colors
Tweaked ground color
Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Clean: replace a magic number with a named constant
Tests: unit tests
Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
Minor clean ups
Update gmod.code-workspace (Remove full paths)
Remove player jingles/impulse 202
Fixed DTextEntry autocomplete menu not inheriting skin
Prevent potential crashes to do with traces on models
Added ip_steam
Exit SRCDS (with a message) if GSLT is invalid or expired
Added some new options to `render_sprite_trail`
`constrain radius to length` and `ignore delta time`
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO
Mitigate invalid vehicle scripts causing crashes
revert_project_file -> main
Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
▅▍▉█▊▅▋ ▉▆▌▉▆▌ ▌▅▄▍▉▌▅▊▉▍▌
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Gluon Gun: Reduced base damage from 12.5 to 10
GluonWeapon: If valid, draw box around target
Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
▉█▄▇█ ▋▉▄▊▍ ▌▇█▆▊ ▍▌█ ▋▆▄▇▅▄▅ ▅▌ ▇▍▅▄▇▌▋ ▉▊▆▋█ ▌▇▌▋▍▊▋▄ ▍▅▇ ▆▄▄▍▉▅▇▄