134,150 Commits over 4,262 Days - 1.31cph!

35 Minutes Ago
Merge from naval_update
48 Minutes Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
1 Hour Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
1 Hour Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
3 Hours Ago
boat_jiggle_fix -> main
3 Hours Ago
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
4 Hours Ago
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
5 Hours Ago
food box - updated prefab, updated material
5 Hours Ago
food box - added gibs, added transmission
Today
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Today
Fixed boogie board LOD not marked as dynamic
Today
Fixed every impact fx in the deep sea being sand
Today
Merge from oven_optim
boatai_boxing_fix -> main
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Phrases update
Dont downcast list type when passing as an argument
Today
Compile fixes
Today
Merge from parent
Today
Merge from main
Today
fix pooled list leak for physics tumbling entity
Today
merge from loaded_ammo_type_indicators -> main
Today
merge from main
Today
Merged Pull Requests * Do not draw effect rings in Depth Pass * Fixed regressive Lua error in g_SBoxObjects cleaning code Change damage indicator materials * For full screen damage effects, use a "vignette" type texture * For other effects, use $linearwrite material to reduce banding Disable "player is dead" red screen effect * It was not applied consistently to all deaths, and it is kinda unwanted for Sandbox type game Move drown damage effects from UTIL_ScreenFade to damage indicator Adjust burn/drown damage indicator effects More oranger burn effect, longer drown effect (same length as it was before any changes) Move crush damage effect to HudAnimations too Make DMG_ACID screen effect separate and different * No longer duplicate of radiation effect, green-ish tint Rework DMG_PLASMA effects/sound * DMG_PLASMA no longer makes the screen just half black (now has cyan effect), and changed the associated sound from infinite loud thing to the burn damage effect STUDIO_ flags for Pre/PostDrawPlayerHands Try deleting "scripts/game.txt" * it only contains `"$game" "GARRYSMOD"` and doesn't seem to be used by the game Changed gun firing sounds from 140dB to 105dB * This is consistent with Crowbar and some other weapon sounds, and is less loud at large distances. * This affects NPC firing sounds as well * Changed toolgun to use its own soundscript - `Toolgun.Single`. No sound change, only volume change. Make Annabelle in player's hands produce correct shooting sound
Today
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Fixed menu slider being set to an integer value (now float)
Today
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
Today
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
Today
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
Today
Ruins B crate spawn fixes.
Today
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
Today
Fixed some ore floaters on 2 and 3.
Today
missed a file, apply position to IconWithCount
Today
re-enable mipmaps, fix opacity, polish placement
Today
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
Today
Fixed a couple of overlapping spawns on 4. S2P
Today
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Today
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
Today
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
Today
merge from naval_update
Today
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Today
exported latest paintaball gun vm anims
Today
merge from naval_update
Today
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Today
merge from fix_containerioentity_item_syncing -> main
Today
Fixed ContainerIOEntities not syncing inventories with item when picked up
Today
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles