198,677 Commits over 4,140 Days - 2.00cph!
merge from autosave_paintings
merge from twig_roof_gib_fix
merge from industrial_light_white_emissive
merge from Bathtub_planter_gib_fix
merge from bardoor_vehicles_fix_2
merge form flare_flickering
merge from hide_reportplayer_steamid
merge from player_ids_command
merge from armor_movement_speed_info
merge from fix_oil_refinery_heat
merge from triangleroof_flyhack_fix
merge from waterpump_occlusion_fix
merge from propanetank_culling_fix
merge from fix_engine_collider_powerplant
merge from coconut_armour_recycle
merge from autoturret_optim
Extend setinvis_ui to include developer checks as well as admin
Use styles for odd + even instead - fixes hover changing alpha back to it base value
Add code generation to reset static fields on any partial types with the "ResetStaticFields" attribute.
Server Browser Odd + Even rows
Fixed some IsOn logic.
Refactored MotorRowboat engineOnEligable bool calculation to a virtual function, override for PlayerBoat.
MotorRowboat drag multiplier now has an engineOffWaterDragMultiplier.
Tweak some PlayerBoat drag values for less abrupt stopping.
Added a pre-made boat at a pre-placed Boat Building Station in test save.
Bugfix: unbork shooting from RC turrets
- Recalculate where RC eyes are on the server
Tests: remoted into a turret and shot in different directions - saw hits where expected
Merge from "ceiling_light_joint_reconfig"
Disable map markers (exposed option on game mode entity)
Run the fog of local update in a job per grid tile, saves 0.25ms a frame
Upload the fog images every 10s (was 4)
Fix fog of war appearing in non-hardcore mode
Expose reveal radius on game mode
Fixed weird repeating pattern on fog texture
Disable read/write on a bunch of larger models that shoudln't need it
Fix issues when forceUnloadBundles is true
Remove skipAssetWarmup_crashes convar
Reset static fields on scripts to allow for disabling domain reload, we're now able to get ingame without a reload but there is still a ton of bugs to fix.
Fixed twig roof gibs flying excessively far
Fixed large wood box gibs not being skinned
Tweaked propane tank world model lod, was culling too early
Adjusted Bathtub planter gib colliders to prevent it exploding dramatically when destroyed
Update: Rewrite how we rotate turrets on server
- Where possible, yaw and pitch rotations are merged, saving us on math (0.32ms)
- Other cases are calculated separately (0.51ms, still faster than original 1.32ms)
Updating of separate bones was fast but wrong in my last commit. This version corrects it while also being faster than pre-borked-optim.
Tests: On Craggy, spawned sentry.scientist.static and autoturret_deployed, made them rotate to different directions - they were able to track and shoot me.
Removed duplicate gibbable script
Update: AutoTurretTests.MeasureServerTick now checks merged and separate yaw-pitch bones
Since separated bone transformations take more math, need to profile how big of an impact it'll be.
Tests: ran the test
Update "AI node graph is out of date" warning to include version number
Move "Soundscape: " message to soundscape_debug 1
Clean up g_SBoxObjects when entities get deleted
Also fixed Player:GetCount not updating after rejoin on entity delete (undo)
Merge Pull Requests
* Fixed SWEP info tooltip overlap during fade out (Community Contribution)
* lights.rad: episodic additions Enhancement (Community Contribution)
Disable sv_parallel_sendsnapshot by default
Apparently still causes random issues that need solving first.
Fixed crash when using `-hijack`
Fix some compile warnings
Fixed CS:S Leet playermodel coloring area overlapping the belt
cs2012_editor_fix -> main
Climate not set to override to clear