258,099 Commits over 4,018 Days - 2.68cph!
added cable_a material + cable_ground assets
https://files.facepunch.com/jason/1b0411b1/sbox-dev_HkQjOYhBQd.jpg
https://sbox.game/facepunch/cablea
https://sbox.game/facepunch/cablefloor01
https://sbox.game/facepunch/cablefloor02
Deleted min/max temperature tea items.
Deleted regular/advanced/pure tea items.
Renamed combined teas to Cooling/Warming.
Remove development log from nanovdb.grid.cs, loads fine
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Increased sword damages
Added ItemResource.InventoryOrder and assigned for each tool
Fix CanExpand check having incorrect logic and added sound for planting seeds
Added a ton of foods that can be made in the Cooking Pot. Updated Cooking Recipe logic so they are more like loose requirements
Add NavMeshLink.OnLinkEntered / NavMeshLink.OnLinkExited
Update M700 so it has new deploy
Reduced tracer size
Enable shadow fast pass properly, make it use depth_only shader
Rebalanced beehive temperature
Bees like temperature biomes and relatively low altitiude. Need to use a heater if you are higher up or in the snow
Merge: from concurrentquueue_leak
- Fixes an edge-case on high-pop servers that can cause a 10MB/s garbage allocation rate
Tests: validated fix works via synthetic test, then had a 2-player session on craggy to validate network traffic works as intended
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Account for additional related files for dependencies when we're including source files - should fix uploading source files for clothing resources
Clean: remove false-sharing todo
Don't have proof of how impactful it is now in this area, so not going to jump the gun for now
Tests: none, trivial change
Undo: pick the right version of ProjectSettings from history
Tests: none, trivial change
Undo: revert ProjectSettings
Tests: none, trivial change
Bugfix/Optim: propagate fix to other ConcurrentQueues in the file
Tests: local 2-player session on Craggy in editors
- Cleanly handle nucleus grades
- Fix bugs with progress bar
- Add even more convars to allow quicker honeycomb generation and how much xp to give
- Added some more tooltips and last minute polish
Turn a bunch of static settings into ConVars. This allows server owners to adjust a bunch of variables on the bee system: from bee swarm survival length to how much xp is added to a nucleus each cycle.
Merge from mfm3. Bringing branch up to date with main and all the related merge fixes.
Clean: remove the hack test
Now that the bug was validated this doesn't serve any purpose
Tests: compiled in editor
Bugfix/Optim: Don't force ConcurrentQueue to allocate new segments on every push
My hack/forced test no longer allocates - now I just need to cover left-over cases of this problem
Tests: on Craggy in editor took a snapshot - no more allocs in the forced test area.
Merge from parent/merge_from_blowpipe
Update AngularJS from 1.1.2 to 1.8.2 (#2190)
* Update AngularJS, fix files
* Prevent middle-click links breaking menu
* Revert "Prevent middle-click links breaking menu"
This reverts commit 58db1674d3d4b990a227cd5739c4f436c70c62b7.
* Merge garrysmod/commit/46a71ac65a9cacf4c69b1b779820c0e8da7fc73d
Merge "remove unused dependencies" garrysmod/commit/46a71ac65a9cacf4c69b1b779820c0e8da7fc73d
* Clean up ng-click hyperlink handling
* Update menuApp.js (Formatting)
* Update spawnmenu panels to use 1.8.2
* Delete common.js
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Bloom2
https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png
https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png
https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
Ensure bee swarms target the closest accepted player, not the first one they find that fits the bill
Add more tooltips to loot panels
Hack: improved the runaway test
Now I can see it via server profiler - ~90KB across 192 allocs for 192 packets
Tests: Craggy in editor, took a snapshot
toolcupboard_www -> crafting_update
Fixed toolcupboard items showing a bunch of w's
Revert "Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode"
This reverts commit 1de87df502b99a787b40381cc6b52988f9dae6bc.
Use Depth MODE instead of DepthNormals for DepthNormals
Bamboo scaffold kit lods, collision, optimisation
Merge from blowipe (lots of folder changes so merging here first to be safe)
Cleaned up ViewModel file
Fixed natural beehives spawning on fire
Scaled down hud elements they were too big
Reduce twitches in croc anim transitions
Up the amount of maps that'll show by default