201,049 Commits over 4,171 Days - 2.01cph!
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Mark the fields as non-serialized instead, should break less stuff
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
- Properly clamp mapped entry
- Couple more safety checks
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Added Player:ExitLadder
Remove unintended/possibly breaking changes
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Codegen/manifest to get bet branch working again
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Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
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Clean: fixing profiling scope name
Tests: none, trivial change
Merge from /indirect_instancing to fix build
Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
Update: FinalzieTickParallel now uses batched WaterFactors query
- had to add more fork-join-style code to deal with batching
This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks.
Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Prevent tigers from being too easily stunlocked by fast firing weapons
Bugfix: use the right allocator for a waterlevels batch
- This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests
Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Merge from .../fix_texture_streaming
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
properly force resetting player entity rotation and view angles for remote players when dismounting
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Beehive now stings you if you take honeycomb
exported tiger vm kill and run hit additive anims
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
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Update RapidJSON to the latest version
Improve JSON function compliance with the JSON spec
util.TableToJSON - math.huge keys now become "Infinity" instead of "inf"
util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument
Minor optimization for util.TableToJSON
make lua_run entity keyvalues case insensitive
Call Entity:SetCreator on all Sandbox spawned entities
Allow comments and trailing commas in JSON parsing
Fixed Lua error when gmod_cameraprop and entity driving
Added util.RemoveDecalsAt
Added 4th argument to util.RemoveDecalAt - remove permanent decals
Hammer: Fixed empty buttons appearing in Entity Properties
When no entity has ever been selected in the session, and Alt+Enter are pressed
Also some minor visual adjustments
Improve handling of Spawnmenu category localizations
Preserve alphabetical sorting
Updated localization files
Added 2nd argument to CompileFile - showError
Minor code cleanups
Hammer: Fixed collision model being offset in 3D when dragging
Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly
Do not set thread count to 1 if the CPU has over 32 of them
Limited to 64 now, and is clamped instead of resetting.
Pull Request: Fixed inconsistent margins on language list/start game
Fixed "Toggle" input on triggers improperly toggling the entity
It was not actually setting the enabled state, only making it non interactable.
Now properly sets the enabled state, just like Enable/Disable inputs do
Geiger counter only reacts to enabled trigger_hurts
Fixed some compile warnings
more warning fixes
Fixed max player speed not being set in a certain case
When holding your +wal slow walking key, and Player:setCanWalk being set to false
Pull Request: Removing deprecated calls to AddControl
Remove redundant arguments given to CPanel:NumSlider
Fixed console warning when opening Options menu
Warning about missing vgui/crosshair_bg
Fixed compile errors on Linux due to leftover debug code