258,135 Commits over 4,018 Days - 2.68cph!
exported crocodile sprint attack and turn animations after rig edit
merge from crafting_update
merge from crafting_update/visual_cooking
Disabled pooling on cooking wb
Optim: don't serialize bool in memory - we can rely on const strings instead
Brings us a smidge closer to original api, but still slower(-12%).
Tests: unit tests
Add missing state to croc
- Add special case to root motion extractor to handle the crocodile annoying root bone parent
- Regenerate root motion for all anims
Optim: allow pre-allocating of columns and rows
- Rows were supported previously, but I didn't realize the call was going to the params overload, breaking the optim
Inserts are 22% faster now, with 6 allocs per test run (except first run, for what-ever reason - need to explore) instead of previous 12k
Tests: unit tests
bee grenade entity updates
- updated holster position
- re-added final lod to fix model culling too early
added alternate colors for some wooden floor materials
https://files.facepunch.com/jason/1b2811b1/sbox-dev_GCxF25umxg.jpg
https://sbox.game/facepunch/woodenflooringblight
https://sbox.game/facepunch/woodenfloorherringbonealight
https://sbox.game/facepunch/herringbonea2blend
Update: update perf tests to use new apis
Rip#2 - was testing old compat apis. And suprisingly, they were faster than new APIs. Well, there's still options that I haven't tapped into.
Tests: unit tests
Scale sensitivity when zooming crossbow proportionally
Wip croc intimidate turns
Fixed campfire ignition lag.
Use same autoreload/dryfire logic everywhere
who left this here
SwitchAway avoids empty weapons
Optim: allow user to provide an optim hint if we'll be serializing to json
This allows to skip table alignment logic. Still no effect on json perf tests(wat), I'm suspicious.
Tests: ran the unit tests.
Fixed a bunch of shit making the cauldron FX hate the cooking wb.
Cauldron flame no longer flickers.
Cauldron visual meats are now fully submerged for lighting reasons, and you should always fully boil your human meat anyway.
Added shadowProjection to mandatory defaults, set to Stable fit.
Remove option to change to close fit, removed convar.
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently
- avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
Fix PinnedContentPanel NRE
Created CustomDropDown, can now choose between Public/Friends Only/Private when starting a game.
Added Livestock Skill and updated requirements for a bunch of other skills
Item Tooltips now show how much Energy and Hearts food will heal
Remove old version of Json patch (RFC 6902)
Optim: disable json validation when streaming it with the new table
Surprisingly has 0 effect on 4k perf - the bottleneck must be somewhere else.
Tests: ran unit tests
exported crocodile turn anims with root motion
Bugfix: Fixing json serialization
- Switching to System.Text.Json as it allows steamed serialization
- Updated binaries, System.Text.Json deps got stale
Text serialization is 2x faster in 4k perf test(62.5% less allocs), Json serialization is 12% slower(20% less allocs)
Tests: ran the unit tests
Remove native postprocessing from renderpipeline
Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it
Remove RenderingPipelinePostprocess
Start removing PostProcessingSystem
Get rid of native PostProcessSystem entirely, current components need reimplementation now
Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different
Remove legacy tonemap, default those that used it to HableFilmic
Remove Valve's post_process and gaussian blur shader
Remove msaa_resolve tonemap_resolve too, not used
Removed unused stuff from pipeline
Resolve to SDR in correct color space
Prefab Instance Overrides PoC
merge from crafting_update
merge from crafting_update/visual_cooking
Resolve to SDR in correct color space
exported crocodile sprint atack anim after rig edit
Flame material test for culling bug.
Merge from crafting_update
Changed LightEx execution order, it was kickin in after AmbientLightLOD, causing it to register incorrect intensity values
This fixes the cooking workbench oven turning into the sun when fading back in
Orchid, rose, sunflower clone seeds.
Bugfix: Fix ToString not aligning correctly for new table
- Also increased correctness test data set to 128 rows
Float size calculation could be improved, but I'll leave that till later as it's not trivial. Now to fix json serialization
Tests: ran the unit tests
Improve handling of nested objects
Use bool instead of trigger for croc intimidation
cached viewmodel renderer scripts ( viewmodel renderer is still turned off until fx can be updated)
Fixed npc_zombie not using sk_zombie_dmg_both_slash
Fixed inaccessible area on ep2_outland_10 due to model name collision
Fixed transparency on light_directional and pp_controller hammer icons
Fixed Episode 2 Fast Zombie jumpscare sequence
Implements AttachToVehicle input for npc_fastzombie
Fixed missing animations on hula doll (Episode 2)
Read map cycle only from MOD
Merged some anti usercmd abuse stuff from TF2 SDK
Adds sv_player_usercommand_timeout
Adjust Sandbox ContentIcon to scroll text if it is too long
https://files.facepunch.com/rubat/2025/February27-1134-LoneGlobefish.gif
Also applied localization to "Author" label in spawnmenu tooltips.
Fixed server crash due to last update
Allow NPC list to set Author (displayed in spawnmenu tooltip)
Port x86-64 exclusive changes to fix build errors
Added trigger_tonemap
Doesn't work yet, due to network compatibility
env_tonemap_controller Master flag will also be supported
env_fog_controller SetMaxDensityLerpTo & HDRColorScale
Added some editor icons from CS:GO
env_texturetoggle, light_directional, logic_autosave, func_instance_parms
Added logic_random_outputs
Hammer: Ensure Input/Output colums fit header text
So its not "P...", "O...", etc.
Hammer: Fixed map instances being added to recently opened
Only manually opened files are added to recently opened files
Hammer: Fixed certain inputs having wrong descriptions
The output tab was adding every single input from the entire map into the dropdown, and then hiding unwanted ones, causing name collisions
Now only adds inputs from target entities if there are any valid ones, if not, THEN we add all of them.
Update Hammer splash, so it appears less buggy
Added fog_volume
Only fog_controller changing for now, fully functional, no need to wait for update
Fix ViewModelFlip making view model sway backwards
Hammer: Implemented multiple cordon system from CS:GO
Added more useful info to CLtoSV and SVtoCL net message ToStrings
Undo changes to combine dropship as they are crashy
Prevent crashes when GetBoneCache is called with no model
Do not mount addons/ twice in-game (regression)
Tools also now respect -noaddons
Fixed 357 reload missing its shelleject effect
Fixed Bugbait not having viewmodel bob when sprinting
Fixed missing AR2 reload sound in 3rd person
Fix 357 shelleject in firstperson multiplayer
VBSP: Prevent crashing with bad VMFs (newlines), display an error
StudioMdl: Gracefully handle numframes 0 or below (instead of crashing)
Update w_pistol to fire correct events for player 3rd person brass eject
Fixed AR2 spamming 3rd person reload sound when no ammo
Unhide sv_maxspeed
Added some internal/hidden inputs to npc_rollermine in the FGD
Holdtype & player animations for Bugbait
Also removed some clientside weapon stubs for non existent weapons
Citizen Suitcase/Package, Annabelle/Alyxgun holdtypes
Implement point_worldtext (CS:GO version)
Added new features to point_worldtext
"Start Hidden" spawnflag
"Rainbow" keyvalue
* SetEnabled, Enable, Disable, Toggle inputs
* SetText/SetMessage, SetTextSize, SetColor, SetRainbow inputs
Minor cleanups
Move Enemy Rebel to Combine tab, add icon & localization
Move ammo localizations to .properties
Hammer preview for point_worldtext
https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg
Newline support in point_worldtext
Fixed Hammer breaking VMF files if they contain \n in keyvalue values
New point_worldtext features
Text spacing X/Y, orientation
Fixed fog being black on some maps with HDR
stationary player helis return cached grounded state instead of always calculating it
merge from crafting_update
Remove temp edits that were added to root motion extractor
merge from crafting_update/visual_cooking