200,808 Commits over 4,171 Days - 2.01cph!
merge from softcore_update/deployable_corpse
Fixed vending machine gibs not using skins
Combined gibs mesh for all corpses
Cleanup, fixes
Mesh combiner now supports meshes with different materials, creates one submesh per material
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
Removed GibsSimulator component on retro tc corpse (editor component)
Added vending machine corpse
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
ContentIcon.Copy also copies the tooltip
Fixed some small memory leaks in dedicated server workshop
Undo a certain change that could be causing crashes for 1 dude
Apply a hack for bone manip level transitions
Added `-noconclr` to disable srcds console colors
Partially implement mat_ambient_light convars
They require shader changes for LightmappedGeneric for full support, sigh
Fixed regression with TTT team colors while spectating
SpawnIcon.Copy copies tooltip & OpenMenuExtra
mimics contenticon
Remove local define for MAX_EDICT_BITS in net.lua
Fixed HLS shotgun right click pump sounds desync
Make zoom_sensitivity_ratio save across sessions.
Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
merge from high_walls_skins
Whitelist doors as well (to make sure gates aren't blocking reskin)
merge from high_walls_skins
Whitelisted furnaces, building blocks and barricades
NRE fix
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Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
merge from high_walls_skins
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
gantry pipe end flipped variation. updated textures too
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Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
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Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
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Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
Update: Adding last missing API - TickInterpolatorCache.TransformEntries
- added tests to cover it
Tests: ran unit tests
Fixed legacy furnace corpse colliders
Manifest
Fixed workbench1 corpse prefab
Fixed workbench corpses being lootable
Fixed corpse pickup showing conditions
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration
- Expanded unit tests to cover the new util and a couple more code paths
Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate
- Sprinkled some scopes for future
Speeds up the unit test 20x times and avoids 3.6GB of garbage
Tests: ran the unit tests
Bugfix: avoid writes past the end of the buffer
Tests: ran unit tests
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Update: Integrate TickInterpolatorCache into the server flow
Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers