193,684 Commits over 4,079 Days - 1.98cph!
merge from shelf_smallbox_fix
merge from quick_craft_broken_ingredient_fix
merge from tables_recipe_list_improvements
merge from npc_conversation_mid_air
merge from high_external_stone_wall_workshop_fix
merge from cargoship_model_fix
merge from jungle_building_skin_shadows_fix
merge from excavator_ladder_clipping_fix
merge from kayak_boogie_flowspeed_rebalance
merge from indirect_lighting_fixes
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merge from boomrang_damage_fix_again
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Merge from fuel_latency_fix
Merge from modelviewer_build_fix
Merge from LiquidWeapon_nre_fix
Merge from shark_blood_fix
Merge from skeleton_missing_warnings
Merge from autoturret_aimoffset_nre
Merge from skull_rock_resource_fix
Handle AsyncGPUReadback data in a job, remove unused grid class
Guide shader ASE experiments.
Removed old old test framework
merge from laserdetector_fixes
merge from bounds_handles
merge from battery_chargeleft_fix
merge from keycard_color_fix
merge from tc_antigrief_fix
merge from catapult_load_fix
merge from corpse_warnings_fix
merge from horse_warning_fix
merge from timerswitch_fix
better_isbroken_icon -> main
cl_timeout - remove upper limit, unblock, and dont save
Fix BufferStream error in ServerStopVoicemail
Fixed crash to do with env_projected_texture's texture
Tell the player if garrysmod.ver is read only
It not updating (by Steam) would prevent players from joining servers after updates
Log workshop addon mounts (count only) in console
Fix console message about lua_strict on game start up
Constrain cl_timeout to 10-120, default to 60 (was 30) and block from Lua
Merged Pull Requests
* Remove default return in WorldPickerMouseDisable
* Fix lua error with creator tool and missing NPCs
Fix chat not interactable when painting or playing blackjack (order was wrong)
Fix pooling issue causing NRE when using the computer station after previously using the DM picker on the computer station
Added a development only warning to catch possible issues like this
Merge: from parallel_validatemove
- Extra validation checks exposed via server.EmergencyDisablePlayerJobs (default to true). In case of error, shuts down UsePlayerUpdateJobs and goes back to vanilla flow
These are cheap to run and should help us track down any problems in the future.
Tests: compilation tests, unit tests and played back server demo
Update: Another validity check for UsePlayerUpdateJobs
- validates player counts between PlayerCache and activePlayerList
Tests: played back server demo
Update: promote some UsePlayerUpdateJobs validation logic from DEBUG only to release
- Hidden behind EmergencyDisablePlayerJobs switch(on by default) and UsePlayerUpdateJobs(off by default)
- ValidatePlayerCache checks whole range instead of just up to player count (in case we got more than expected)
Tests: played back server demo
Update: turn server.EmergencyDisablePlayerJobs const into a servervar
Allows to run some extra validation
Tests: editor compiles
Test: test case for missing player removal from PlayerCache
Tests: ran the new unit test