255,048 Commits over 3,990 Days - 2.66cph!
Force add compiled VR menu scene
Update: FullServerDemo - create a save when starting a new chunk
- Moved chunk logic outside of packet serialization
- Using double buffering of packets when performing a save, to sort which packets go along which save/chunk
- Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync)
- Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos
Mostly done with the recorder side.
Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
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assigned tiger avatar definition to tiger anims
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
Fixed an issue where FromHost sync vars could get stomped. Optimized delta snapshot updates - we no longer need to even try to process networked objects we don't own. Fixes Facepunch/sbox-issues#7261
Remove unintended file change
Clear clone type cache on HotReload & GameShutdown
Documentation
Override hurt now that we have the method
Cherry pick entity component hurt method addition
Small polish to jungle floor kits (ongoing)
AmmoResource is not null fix in Pickup
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on)
Draw texture preview
Optimze Pixmap.FromTexture (don't swizzle the format 3 times)
4096x4096 339ms -> 115ms
2048x2048 90ms -> 50ms
1024x1024 20ms -> 10ms
Bottleneck is going to be the data read from GPU -> CPU, not much else to do
merge from /release/isolate_Jan_wipe/LNY_merge_release_friendly
cherrypicking
111156 - fixed lunar dividers not being destroyed after frame is destroyed
merge from lunar_new_year_2025
fixed lunar dividers not being destroyed after frame is destroyed
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
Leaderboard backup, run #
17021
First pass on spawning process, status tracking, loot panels
Don't run morph code when using vertex cache
Fix incorrect offset to CalculateMorphSubrectData
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
Compute morphs, normals and tangents in skinning compute shader
Prototyping a new simple chicken for use in coops
Cherrypick from med_assault_rifle
4ShotMiniCrossbow -> primitive
- Moved start barrel rotation to the correct time
- Finally fixed the last few artifacts with reload -> idle layer changes