130,366 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                 merge from vendingmachine_storage_monitor_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from jungle_update)
                
                
                
                
             
         
        
            
            
            
                
                 merge from computer_clipdoors_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from clientdemo_netwrite_read_fix
                
                
                
                
             
         
        
            
            
            
                
                Minor cleanup (VPC)
Throw a non halting Lua error when giving invalid types to SetNWVar
Throw a non halting Lua error when trying to read net msg past the end
Throw a non halting Lua error when hitting Lua file limit
So it appears in the problems menu, so the player can know that there is a problem and what it is.
Fixed leading spaces in console command not adding to the history
Disable OOB checks for Vectors/Angles
they use more complex networking, not flat floats
nil is a valid NW type
Apply minimum size check for net.ReadVector/etc
Move new net library errors behind lua_strict convar (0 by default)
Block lua_strict
Remove Novint Haptics stuff entirely
It was disabled in some places already, but now completely gone
Fix build error
                
                
                
                
             
         
        
            
            
            
                
                Minor cleanups
Minor cleanups
Cleanup CUtlBuffer.GetString overloads
Merge some build process changes from x86-64
No more 100 Release/Debug folders spattered everywhere
                
                
                
                
             
         
        
            
            
            
                
                Block lua_strict
Minor VPC cleanups
Remove Novint Haptics stuff entirely
It was disabled in some places already, but now completely gone
                
                
                
                
             
         
        
            
            
            
                
                Fixed broken terrain setup
                
                
                
                
             
         
        
            
            
            
                
                Update: ContinuousProfiling will emergency stop if fails to export
Yet to pin down the worker thread telemetry stream seeing stale/garbage data.
Tests: soaked on Craggy in editor
                
                
                
                
             
         
        
            
            
            
                
                ▇▉▍▄ ▇▊▇▌▌▊ ▆█▅▍▇▄ ▉▋▋▌▊▆█ - ▇▄▋▄▉ ▍▅▅▅█▍▉▇ ▄▇▉█▉▊▋▋ ▉▍▅▌ ▉▇▌▊▉▌ ▌▅▄▊▍
                
                
                
                
             
         
        
            
            
            
                
                Minor cleanups
Clean ups
Minor cleanups/removing unnecessary changes like the PS3 stuff
Apply minimum size check for net.ReadVector/etc
Move new net library errors behind lua_strict convar (0 by default)
Getting rid of more PS3 stuff (that isnt in main) from the VPC scripts
                
                
                
                
             
         
        
        
            
            
            
                
                Added cow model, materials, textures.
                
                
                
                
             
         
        
            
            
            
                
                More placeholder ceiling paper skins
                
                
                
                
             
         
        
            
            
            
                
                1st pass view model camera animations for content in the tools list
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: fix main source of invalid profiling stream from ServerProfiler
- Drop dead threads on every succesful frame
- Reset all writing indices on new frame and on resuming continuous profiling post-export
- release binary built using 019295b4
There's still another issue hiding somewhere, but it's much more stable now.
Tests: on craggy exporting every 3rd frame for 5 minutes straight. Previously would trip after 20seconds.
                
                
                
                
             
         
        
            
            
            
                
                Fixed wallpaper viewmodel material not updating when selecting skin 0
                
                
                
                
             
         
        
            
            
            
                
                another pass on erosion spaltting
- depeer gouges from erosion
- less intense splatting of gravel generally
- slope threshold to stop splatting onto larger flat sections at the bottom of hills
- cliff avoidance to match previous behaviour
                
                
                
                
             
         
        
            
            
            
                
                ▄█-▆▄▍█▄▌▅▉▌ █▉▊▉▆ ▋▄██ ▋▋▄█▊▋▄▌▄▌▍█▌▊ (▊▋█▌▅█▋▋▋▅ ▅▊ █▊▆▉▆▇ ▇▍▍▆_▇▋▇▆█_▅▋▆▉█▊▌▍/▋▌▌▍▍_▊▄▄▍▆ ▄▇▇ ▊▉▊ ▉▄▌▊ ██▊█▍▄▊▍█ ▉▋ ▍▉▊█▊)
                
                
                
                
             
         
        
            
            
            
                
                CodeGen update to include spatiallyAwareEnvironmentVolumes default as false
                
                
                
                
             
         
        
            
            
            
                
                Ensured boomerang return arc is more relative to throw direction rather than world direction.
Better boomerang behaviour when thrown straight upwards
                
                
                
                
             
         
        
        
            
            
            
                
                Prevent dropped boomerang from slipping behind entities
Ensure boomerang impact effects are always played at the same place
Don't bother trying to handle bones on the server - it never matches
                
                
                
                
             
         
        
        
            
            
            
                
                Updates to the home screen, adding new elements and styling
                
                
                
                
             
         
        
            
            
            
                
                Fixed shader error in Amplify Rust/Standard template
                
                
                
                
             
         
        
            
            
            
                
                Set spatiallyAwareEnvironmentVolumes convar default to false
                
                
                
                
             
         
        
            
            
            
                
                Boat building station deployable/item basic setup
                
                
                
                
             
         
        
            
            
            
                
                Fixed Hammer crash  when browsing models
                
                
                
                
             
         
        
            
            
            
                
                Fixed Hammer crash  when browsing models
                
                
                
                
             
         
        
            
            
            
                
                Fix Hammer crash when trying to browse models
Minor cleanups
                
                
                
                
             
         
        
            
            
            
                
                added lines back in to ground_guide and added corner triangle
                
                
                
                
             
         
        
            
            
            
                
                fixed water culling happening outside the hatch of tunnel entrances
                
                
                
                
             
         
        
            
            
            
                
                Update: prototype of continuous allocation tracking is working
- started with profile.watchallocs [Name, default="Allocs"]
- can be stopped with profile.stopwatchingallocs
Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter).
Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
                
                
                
                
             
         
        
            
            
            
                
                added  "up" triangle to floor guide
                
                
                
                
             
         
        
            
            
            
                
                merge from vine_disable_convar
                
                
                
                
             
         
        
            
            
            
                
                 merge from vine_movement_nre
                
                
                
                
             
         
        
            
            
            
                
                Fixed vinyl mat missing albedo
                
                
                
                
             
         
        
            
            
            
                
                Skin fixes, changed flooring and ceiling paper default skin
                
                
                
                
             
         
        
        
            
            
            
                
                Skinnable setup
Split the flooring, wall and ceiling wallpaper skin sets
Fixed colliding skin IDs
                
                
                
                
             
         
        
        
            
            
            
                
                Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
                
                
                
                
             
         
        
            
            
            
                
                Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
                
                
                
                
             
         
        
            
            
            
                
                Possible NRE fixes for vine mountable (no known repro)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds
Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
                
                
                
                
             
         
        
            
            
            
                
                Ensure child classes of SyncVar are picked up in SyncVar Codegen
Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)