198,617 Commits over 4,140 Days - 2.00cph!
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
Update windows build scripts to have proper titles
Builds 32-bit version using v142 tools as well
And also build LuaJIT with specific toolset
Fixed crashes to do with NPC:TaskFail
Potentially fixed Linux SRCDS async file IO
Potentially fix vprof on Linux SRCDS
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Undo: unintentional change to ProjectSettings, reverted by hand
Tests: none, trivial change
Update: rewrote ServerProfiler TLS storage
- Instead of having per-frame storage, we now have one big buffer
- Rewrote ProfilerExporter to support changes
- Removes a weird stall on EndOfFrame invoke in standalone
I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next.
Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
Generated code compile errors
- Added sync var handlers to detect changes in sync vars
- Generated at code gen
- Overridable methods to check if should update and reset update checks
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix more potential crash issues to do with particles
Removed debug
Tweaked prefab rigidbody
- Successfully made read/write serverside methods for any sync var contained inside an entity
- Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise)
- Pack all sync vars into one packet (might need adjustment)
- Cleaned up code
- Fixed a bunch of generation errors
reduce vertex lookups in simplification
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls
- 75% perf improvement
chicken coup progress
better uvs and mesh.
now has hay on the inside too.
- Added sync var receive code gen (net read method infered from variable type)
- Sync var pooled strings added to manifest
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
more cleanup, profiling, and some micro optim
adjusted strap for improvised shield
Smoke grenade / rocket WIP.
cherry pick carve radius change
dropped carve radius for testing
chicken coup model
blockout with temp uv's
fixed some floating rock at arctic base
fixed glitchy pump pipes on small oilrig
updated tutorial island cliffs, rock formations for new style
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Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders.
https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
Merge from localcoord-blend-layer
Update: export snapshots into separate folder
Makes it easier to build tooling for it
Tests: generated an editor snapshot
cleanup and correct ref access to ref readonly access where appropriate
- SyncVar write and send methods
- Start of codegen
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
add blend layer support to localcoord diffuse shader
Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
Horses can jump (wip)
Tweaked server colliders
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
Updated vine tree greybox
Handbrake so we don't slide down slopes
Somewhat working gravity
Baseline
Horse movements using physics like vehicles