134,332 Commits over 4,262 Days - 1.31cph!

Yesterday
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
Yesterday
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
Yesterday
Balanced darkness of metals in scrap component box
Yesterday
Testing re-adding rendererbatch to boat pieces
Yesterday
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
Yesterday
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
Yesterday
M92 weapon refresh anim updates
Yesterday
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
Yesterday
merge from workcart_canvas_fix
Yesterday
Updated textures and model for scrap component box
Yesterday
merge from shotguntrap_optims/tests
Yesterday
merge from shotguntrap_optims
Yesterday
Fix server build
Yesterday
rebase on main
Yesterday
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
Yesterday
wood box - prefab tweaks
Yesterday
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
Yesterday
Use negative handles for fallback memory
Yesterday
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Yesterday
Remove InstanceHandle and use a simple integer instead
Yesterday
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
Yesterday
Gun trap building privilege tests
Yesterday
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
Yesterday
Added AssertTrueForDuration custom yield instruction
Yesterday
Added some shotgun trap tests
Yesterday
syncvar_autosave_trimming -> main
Yesterday
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
Yesterday
auto_populate_entitylist -> main
Yesterday
Compile fix
Yesterday
auto_populate_entitylist -> main
Yesterday
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Yesterday
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster.
Yesterday
Add convar for painting autosave timer duration
2 Days Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
2 Days Ago
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2 Days Ago
Restored the CanFire check
2 Days Ago
Code cleanup while im here
2 Days Ago
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2 Days Ago
merge from commandblock_tests
2 Days Ago
Swap some expected's and actual's in TestHBHFSensor
2 Days Ago
Apply fixes from Flaviens shelf, regenerate testlist
2 Days Ago
added new sounds for knife admire acrtion
2 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
2 Days Ago
merge from main
2 Days Ago
Merge: from main
2 Days Ago
added new sounds for salvaged axe admire action
2 Days Ago
merge from main
2 Days Ago
new sounds added and implemented for the salvaged icepick
2 Days Ago
merge from standardized_health_display_conditions -> main
2 Days Ago
merge from main