134,010 Commits over 4,262 Days - 1.31cph!

4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update/industrial_optim
4 Days Ago
Formatting fixes
4 Days Ago
Rework buffer transfers, all tests now pass
4 Days Ago
Remove unused method PurchaseUpkeepTime(float)
4 Days Ago
Fixed a bunch of tests, buffer transfers still failing
4 Days Ago
merge from solarpanel_tests
4 Days Ago
Added solar panel tests Minor SolarPanel class cleanup
4 Days Ago
Merge from naval_update
4 Days Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
4 Days Ago
merge from fix_console_thread_cancel -> main
4 Days Ago
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
4 Days Ago
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
4 Days Ago
First iteration of easel bars adjusting for painting size, clean up code
4 Days Ago
Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree
4 Days Ago
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
4 Days Ago
merge from main
4 Days Ago
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
4 Days Ago
hotreload_serialization_fix_2 -> main
4 Days Ago
Patch out the rest of the items we dont need: android app support and expose server stuff
4 Days Ago
Compile fix
4 Days Ago
Re-apply Jarryds changes on 112808, 112812 and 112814
4 Days Ago
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
4 Days Ago
Subtract 139721
4 Days Ago
Compile fixes after deleting the convar
4 Days Ago
Quick craft menu shows skins again so you know what skin you are crafting
4 Days Ago
- Quick Craft menu now updates instantly when inventory changes - Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them - Extra profiling - Remove quickcraftdelay: not needed anymore
4 Days Ago
Update: started on ShouldParentEntitiesJobs (incorrect name) - Simplified ShouldParentEntities (also incorrectly named) Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side) Tests: none, not ready
4 Days Ago
Update: GamePhysics.TraceRays now supports ignore entities - Added TraceRealmRays (not unit tested, will do that tomorrow) - Added unit tests for TraceRays - TraceRays skips sorting if maxHitsPerTrace is less than 2 Tests: unit tests
4 Days Ago
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
4 Days Ago
naming updates
4 Days Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
4 Days Ago
animator naming update
4 Days Ago
paintball file naming and cleanup
4 Days Ago
paintball viewmodel prefab fixes, re-exported anims
4 Days Ago
merge from hbhf_sensor_tests
4 Days Ago
Some more small fixes, regenerated testlist
4 Days Ago
Updating player anim controller with v4 gestures
4 Days Ago
Updating 3p_crude gestures with correct frame ranges
4 Days Ago
Apply shelf from big Flav
4 Days Ago
exported latest 3p paintball gun anims
4 Days Ago
merge from naval_update
4 Days Ago
Updating paintball gun rig
4 Days Ago
merge from main
4 Days Ago
Code clean up
4 Days Ago
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
4 Days Ago
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
4 Days Ago
Debug log damage scale too
4 Days Ago
creating paintball gun 3p anims
4 Days Ago
Damage test save with boats and cannons. Debug logging.