198,648 Commits over 4,140 Days - 2.00cph!
Deleted some stuff I won't need
Re-implemented the skin viewer in item store modal
merge from Twitchdropsrender
Update iconrenderer_improvements/batch
merge from main -> iconrenderer_improvements
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
rpg viewmodel animation update setup in unity
Moved some files in the right folders
Cleaned up store limited modal, tags are working
Bugfix: conditionally start bootstrap timer since it can be null
Tests: none, trivial change
Buildfix: remove dead burst code and move job to namespace
Avoids name mangling shenanigans
Tests: build client locally
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Add support for a subheader
jobified transform readback for effect updating, still slow to update scaled renderers though
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
MenuUI - support for Ultrawide, 16x9 and 4x3
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Fix lights.rad being broken again
Reset pools and fix evil runtime fields on scriptable objects.
- Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
Fix SteamId copying button on streamer mode
Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene
Tests: ran the scene
Update: add benchmark timer to SoundManager
- replace magic values for timers with named consts
It's chonky, so tracking it as well.
Tests: ran the scene
Updated test save with a couple of larger built boats, including cannons.
Update: add benchmark timers to Projectile.Update and BatchUpdate
Tests: ran the scene in editor, saw output
Improved store search bar results
Some refactoring to better support steam DLCs
Fixed search bar styling
Revert
125318, try it again later
Update: Rewrite BenchmarkTimer to allow for accumulating time
- Renamed API to make it clearer
Tests: measured against a stopwatch in bootstrap loading
Update "AI node graph is out of date" warning to include version number
Move "Soundscape: " message to soundscape_debug 1
Clean up g_SBoxObjects when entities get deleted
Also fixed Player:GetCount not updating after rejoin on entity delete (undo)
Merge Pull Requests
* Fixed SWEP info tooltip overlap during fade out (Community Contribution)
* lights.rad: episodic additions Enhancement (Community Contribution)
Disable sv_parallel_sendsnapshot by default
Apparently still causes random issues that need solving first.
Fixed crash when using `-hijack`
Fix some compile warnings
Merge Pull Requests
* Localize old spawnmenu categories for addon added entities
* Disable mouse3/4/5 input on DAdjustableModelPanel
Update dedicated server UI
Added workshop collection entry box, gamemode selection and remove mandatory RCON password
Replace Steam icon in SRCDS UI with gmod one
Disable SRCDS UI loading some animation images that dont exist
the pane ls always hidden anyway
Manually copy over t_leet.vtf because GIT is being an ass
Fix TrainCollider and train_wagon_walls_COL not being readable
Missed a loading indicator
removed shadow lod script from male mummywraps underwear prefabs
Very placeholder initial cannon firing
Added parameter to Tooltips for standardized popup time-delay options
Add proper widescreen support for new menu (caps UI to 16x9 on widescreen)
moved most of HitTest generation to a transform job
Compass 3rd person anim updates
Settings, sidebar and flex search
Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic
Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented.
Tests: ran the scene in editor
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More static objects found in safezones that no longer flag attackers as hostile:
Door and chair variants, sofa, elevator, phonebooth, refinery, slot machine, card table, blackjack table, more npc vending machines, toilet, mission container, shop front, big wheel, food crate.