147,675 Commits over 4,444 Days - 1.38cph!
placed new decals in core and wing of apartment building
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Hammer DPI scaling improvements
KeyValuesToTablePreserveOrder further tweak
* Do not turn 0 to 1 key if there's only 1 key
Fixed Hammer Entity KeyValue names drawing over the second column
Implement partial prediction latch resets from TF2 SDK/CS:GO
* Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now.
Make player health non predictable
* This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events.
Fixed status bar scaling in Hammer
Minor cleanups
Fix ammo/net library not resetting serverside on disconnect
Added cyclic reference test to net.WriteTable and util.TableToKeyValues
Implemented chained command auto complete (Community Contribution)
Minor compile warning fixes
Fix OSX compile
Minor cleanup
Fixed 64bit studiomdl crashing due to recent changes
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Fixed discord signout button showing under the social menu
- Updated subsystem with bespoke animator
- Removed holdtype controllers
- Updated entity
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason)
Fixed telephone using wrong player animation
Fix phone handle alignment with r_prop
Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Stop duplicate stats pages opening on top of each other
convar_odd_lookup_behaviour -> main
Fix 'global.x' console commands leaking into other namespaces
The console's "global namespace" shortcut was also firing for
explicitly-qualified input
- Add unit test
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Update: GetWaterFactors - fetch parent entity only once
- updated perf test to have 5% to spawn parented player
Tests: ran unit tests
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
micro-optims for triangle processing jobs
Optim: GetWaterFactors - add overload that can use cached mountables states for active players
- amended perf tests to spawn players with 5% chance to be mounted
400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms)
Tests: ran unit tests
Updating poker bandana to V4 skeleton
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optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
Major refactor/cleanup wip
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame
Tests: built a boat on craggy and steered the wheel
Update: ServerCachePlayerInfo - cache isMounted, mountable for player
Tests: built a bouat on Craggy and used the steering wheel
merge from attachment_charms
merge from induslight_boat_fix
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Fixed heater heat shimmers showing up when off
Fixed heater lights not fading in when powered the first time
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Fixed industrial lights not lighting the vehicle large layer (player boats)
Fixed repair bench loot panel not switching back to skins tab when reskinning an item not supporting charms
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merge from new_navmesh_fixes
merge from bun_hairstyle_clipping_fixes
merge from egg_suit_orientation_fix