139,279 Commits over 4,352 Days - 1.33cph!

2 Months Ago
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
2 Months Ago
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2 Months Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
2 Months Ago
Merge from parent
2 Months Ago
Apply minimum height to military tunnels S2P
2 Months Ago
Add support for optional minimum height for sphere puzzle resets
2 Months Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
2 Months Ago
autoturret_improvements -> main (passed unit tests)
2 Months Ago
Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt
2 Months Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
2 Months Ago
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2 Months Ago
Easels drop paintings (data saved) when destroyed
2 Months Ago
merge from slots_optimize
2 Months Ago
S2P Outpost
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
merge from naval_update
2 Months Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
2 Months Ago
merge from fix_nms_loot_reset -> main
2 Months Ago
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
2 Months Ago
merge from main
2 Months Ago
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
2 Months Ago
Fixed exit portal map marker showing when looking at the main land from the deep sea
2 Months Ago
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
2 Months Ago
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
2 Months Ago
Deep sea portal climate doesn't kick in if the deep sea is closed
2 Months Ago
Update idle event on krieg shotgun
2 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
2 Months Ago
Medical syringe animation updates on inject friend wounded
2 Months Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
2 Months Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
2 Months Ago
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
2 Months Ago
Update: set TriggerParent.TickMode to 1 by default - codegen Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
2 Months Ago
s2p on monuments containing nav obstacles
2 Months Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
2 Months Ago
Merge: from main Tests: compiles
2 Months Ago
Undo subtract in CS 140351
2 Months Ago
Merge: from main Tests: compiles
2 Months Ago
Subtract CS 140319 (fix_foundation_clipping_rocks)
2 Months Ago
merge from main -> fix_foundation_clipping_rocks
2 Months Ago
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
2 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
2 Months Ago
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
2 Months Ago
edited flashlight update vm anims
2 Months Ago
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis - took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to) - Player Boats now set interest in XZ when alive, XYZ when sinking - Buildfix for SERVER only code (whoops) This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0 Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
2 Months Ago
merge from main
2 Months Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
2 Months Ago
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
2 Months Ago
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved - added unit test for it Needed for upcoming parent trigger optim Tests: ran unit test
2 Months Ago
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