258,566 Commits over 4,018 Days - 2.68cph!
Set item ownership of cassette tape to the player who made the recording
TTT: Fix pistols using revolver reload gesture (#2220)
Added grenade impact sound, use SelfCollisionSound
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Fixes towards MP3s hanging the game on first playback
* Fixed MP3s recaching 2 times sometimes in a row
* Fixed cache size not being able to exceed 65k
* Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3
* Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file
Merged Pull Requests
* Refactor sandbox hints
* Remove angular-ui, jquery-ui, jquery-color
Add ownership for gifts that are wrapped
MP5 / USP sound adjustments
Include VertexPaintTintColor in trace vertex, fixes them not being included in baked props https://files.facepunch.com/layla/1b1911b1/sbox-dev_cpecr6gQeF.png
merge from main, fuck fuck Plastic or whatever we call it now..
v_mp5/v_m4a1: the first shot you fire doesn't use the new 50/50 system anymore, making it look more unique; a shot is considered first if you haven't fired in the last 1000ms
Datacore: Add a few more DSP volumes
Try without merge tracking, ignoring subtractions
Untangle bad merges - maybe
Move package monetization to its own page
Order AutoComplete
PaymenRulesEditor
UserSelect can show friends and org friends
OrgPaymenRules use new editor component
Can edit package payment rules
Potential optimization in CreatePrefabObjectLookup
This helps a bit when cloning larger prefabs, not sure how much it will reflect in our benchmarks, on my machine the gains were quite small.
Datacore: Added a couple of DSP volumes, moved the Rat into a spot that makes more sense - it's not the same as HL1 but that spot is mental
Disable spatial blend on weapons we are shooting
Only show the repair UI to the corpse owner
Changed softcore gamemode convars
Switch to fixed-point for measuring time in movies
added concrete_castinsitu_a + concrete_panels_a
Reworked floor_steel_diamond_plate material + blends
replace tga with png
Pass weapon through to suicide event, can see how you killed yourself
added and updated some crocodile animations
Seed variants for sunflower, rose and orchid
Revert "Improve player spawn performance" so we can optimize for go clone/creation performance
This reverts commit 318474ee16bf9e057c1e8fbc8e2ee7877cf4dcd2.
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Added correct data path and log path when checking for DLSS support
Log a warning instead of throwing an exception when trying to send an RPC without being connected to a network session - it's harmless anyway and could happen with async tasks even after disconnecting
Art Progress + add reception
Improve player spawn performance, by enabling/disabling player go instead of destroy/create
Before:
Function Name: GameManager.SpawnPlayer
Number of Functions: 22
Average: 9ms 448µs
Median: 8ms 353µs
After:
Function Name: GameManager.SpawnPlayer
Number of Functions: 21
Average: 4ms 945µs
Median: 4ms 870µs
Added CodeEditor.CanOpenFile. Don't show "Jump to Code" on internal Components/Assets/Properties. Resolves Facepunch/sbox-issues#7579
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support
CreateLobby async returns active lobby
Fixes
Protocol++
Added CursorShape.Finger to DropdownControlWidget. Resolves Facepunch/sbox-issues#7681
Add CursorShape.Finger and hover effects to ControlSheetGroup
Add Right Click -> Jump to Code for ToggleGroups. Resolves Facepunch/sbox-issues#7630
Track object messages and RPC stats and display the top 10 in the top left when net_debug is enabled
merge from fast_debug_draw (fix shader on metal)
Update: ServerDemoPlayer - report errors if failing to find entities
Need to verify if my previous changes are working in more complex scenarios.
Tests: none, trivial change
Keep everything nicely contained in NetworkDebugSystem
VR: Fix toggling VR inside the editor after launch
fast debug draw: skip geometry shader on metal
Improved shotgun worldmodel orientation
Charge station informs the host when trying to charge
Add NodeResultType and new constructor for NodeResult that takes NodeResultType. Resolves Facepunch/sbox-issues#7684
Remove angular-ui, jquery-ui, jquery-color (#2219)
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code
- uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code
- twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts
- at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
Update: FullServerDemo - detect full network ID range used in demo
Replaces old invalid system of just reserving a constant chunk
Tests: played back all demos that I have - all valid.
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage