254,385 Commits over 3,990 Days - 2.66cph!
vending_stats_fixes_3 -> main
Fix wildly inflated vending stats sold amounts
small vehicle editor fix to not spam assert errors when no mount points are set
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment
manifest gen + codegen
blackboard model
materials and textures
Export test results in the server directory
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases.
Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
Added cancel command, to cancel the current test run
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch
- extended TerrainCollision to support batching
- extended WaterColllision to support batching
There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular.
Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
Split server and client tests correctly into different folders
Compile fixes
Generate json results after each test run
Cleanup
moved handcar under trains folder
reverting scene changes from merge that look unintentional
merge from horse2_fixes/handling
Scene system listeners I'll need later
Clean up old dead code
Collect and pass around SceneLightObjects instead of the LightDesc ptr
Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums
Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders
Visualize depth uses screen space coords
vfx_vulkan: SV_ViewID is a built in semantic
fucking with VK_KHR_multiview and cubemap render targets
Don't return a new list each light gather, reuse the already allocated memory
Unused SceneView methods
Remove ISceneView::AddSceneObjectToRenderList
ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld
Add CommandList.Set( StringToken, Texture )
Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
Leaderboard backup, run #
17501
First pass piping update data (similar to IO tool)
Created farming inventory loadout
Chickens can eat and drink
Leaderboard backup, run #
17500
Added server.fillChickenCoop command
Hook up sunlight tracking
Refactors for future content
Added sunlight stat
First pass new model setup
modular pipe set texture and mesh update
Added a slight delay before items start moving
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
ServerInit.
Nicer placement.
Prefab and settings tweaks
Pick a random area for each item.
Areas can now be offset.
Random offset per item.
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
Leaderboard backup, run #
17493
Move more stuff to DoPrepare.
Some inital runtime stuff.
Leaderboard backup, run #
17492
bunkbed
added fbx, prefab and setup deployable object
Leaderboard backup, run #
17491
Added TestListExporter, exporting all tests to a json file
Refactored test runner to read from the master json list
Added new commands: run tests from a json file, run all tests from a category