137,244 Commits over 4,324 Days - 1.32cph!
Added delay node
Added tooltips on the node ports, shows the type
Node inputs can be inlined with input fields
When connected the input field is disabled and the data comes from the incoming data
Bugfix: fixing ~24 missing Pool.Free
Tests: editor compile test, built C and S standalones
Player scoring system. Player scores increase with each hit
- Ability to join/leave games on the tee
- Tee backtracks dismounts/swings to golf ball and mountable
- Deployable changes
- Phrases
Minor cleanup and comments
Buildfix: undefine local GetFromGrid method when in None mode
Tests: None builds
- Fix lod border cells, and negative cells
- Change mesh master to only 3 submeshes
- Change instance offsets and arguments for new approach
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax
- debug bin built from 0fbab248
C+S Editor now boots! Now to check individual modes
Tests: unit tests + started editor
Added multi selection in the node graph
Update: PoolAnalyzer - further reduce false-positives
- better escapes for await, try blocks, using statements
- debug bin built from a2005dd2
Only 2 false-positives remaining in C+S
Tests: unit tests and started unity
Can now Tee-Off from the Tee
Start on Deployable tests.
Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well)
Finds 8 such cases where its misconfigured, no false positives
- Players can't kick golfballs
- Add drag on the ball so it doesnt roll forever
- Add bounciness
Make jump/land sounds play for non local players
* Also made Player:PlayStepSound volume argument default to 1
* Fixes Player:PlayStepSound not really doing anything in multiplayer
Added game.Get3DSkyboxInfo
Returns table with "origin" and "scale" keys. No function arguments.
Send replicated convars in batches of 128
* This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client.
Remove some unused stuff
* Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used.
* Removes CGarrysMod::SetupSoundsManifest
Reload soundscripts when games are mounted
* This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted.
Minor cleanups in multiplayer animstate
* Make flDeadtime in prediction use correct data type
* Removed a bunch of unused fields in MultiPlayerPoseData_t
* Reduce amount of LookupPoseParameter calls
- Fixed swap to driver popup not working
Create item for golf hole bucket - can now place it
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block
- debug binary built from cb708ddf
Down to 15 confirmed false-positives (5 different types)
Tests: unit tests + started unity
- Improved hitting workflow again
- Will now auto dismount if you've hit the ball then walked after sending it
- Fix phrases not poping off
deployable golf tee initial setup
- Player no longer auto dismounts after golfing. Stays on the mountable until space is pressed, this stops you getting disorientated
- Dont draw trajectory if you have shot your ball
Show phrase when swapping golf club type
Ensure mountable dies when dismounting from a ball
Update: PoolAnalyzer - check finally and using blocks
- debug binary built from b28334fc
Down to 48 potentially false-positive errors
Tests: unit tests + started unity
Basic ItemDefinition tests, checks dlc items are not researchable as well as missing sounds
Finds 6 missing phys impact sounds
Add descriptions, regenerate testlist
Update: PoolAnalyzer - more escape cases
- recursively process expression statements to detect deeply nested escape cases
- add support for field initializer escapes
- debug binary built from e61378eb
Currently detecting 54 errors (still a bunch of false-positives present)
Tests: unit tests + started unity
Apartment complex B / small and large greyboxes
Added prefabs to the scene
Update: PoolAnalyzer - escape analysis if assigned to a variable as part of method arg list
- debug binary build from 8b392070
Currently seeing 60 errors in C+S (3 valid, 2 false-positives, rest unknown).
Tests: unit tests + launched unity
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason.
(thanks BlackLightning)
reduced size of cable heads in the viewmodel
Add Construction component so the sockets actually work and add 2 extra window sockets
Support multiple TestParameterSource attributes
Can now have more than one parameter source per test, they get combined
Biome experiments / backup
data cable viewmodel setup, model name changes
Basic worldmodel tests, already catches 30+ misconfigured ones
Add sockets for doors and a window to the trailer
- New Iron position
- New Driver position
- Better hand IK positions
Update: PoolAnalyzer - handle more valid cases
- added support for Dispose handling
- added if(obj != null) Free(ref obj) handling
- added support for using directives (both scoped and inline)
I give up on trying to handle local data flow involving pooled objects - there's just too much work here
Tests: unit tests + started unity (our Pooling unit tests no longer flag false-positives, this was kind of funny)
Scale trailer hackweek entity by 2.5x