239,298 Commits over 3,837 Days - 2.60cph!

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Various fixes
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merge from localization
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Compile fix
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merge from enable_monument_scenes -> main
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Bump max save game size to 16M (from 3) This is Source's save system, for level transitions Implement GetPreferredCarryAngles for `ai` type SENTs Disable -nulldevice Added NPC:SetIdealSequence Fix undoing nocollide constraint not restoring collisions Adds `disable_on_remove` keyvalue to `logic_collision_pair` Adds 5th argument to constraint.Nocollide - disableOnRemove Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option Merged Pull Requests TTT: Minor updates to Turkish translations Optimized SortedPairs further Added properties.Remove( name )
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Fix monument scenes being enabled on server by default - disabled on server - enabled on client
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Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
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initial 3p setup, entity updates
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Use the system's language by default, before reading client.cfg file Fallback to English if not supported
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tissue box blockout mesh for placement and scale
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Update Facepunch.ActionGraphs Get rid of old hack to re-use ActionGraphs between tools and game Serialize invalid Components / GameObjects as null Don't call PostDeserialize multiple times for child objects Keep track of source resource for ActionGraph instances Also fixes case where prefab ActionGraphs wouldn't get cached properly Improved inspecting experience with ActionGraph stack traces * Include source location in stack trace * Opens the containing scene / prefab when inspecting an ActionGraph stack row Include ActionGraph diagnostics in console Graphs need to be loaded at least once for it to know about them Update AssertNoGraphErrorsInScene test case We were double-counting prefab ActionGraphs before
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Update: LootableCorpse pools ItemContainer Tests: Equipped a horse with backpack and items, killed it - saw the uptick in ItemContainer telemetry, then once corpse despawned, it ticked down.
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Improve SortedPairs even more (#2032) * Improve SortedPairs even more pr #2015 is good, but we can make it much better. improvments: table.insert( tbl, val ) > tbl[ #tbl + 1 ] = val next( keys, i ) > keys [ i ] benchmarks: brandonsturgeon's version is 10.57% better then default. my version is 35.87% better then default or 28.29% better then brandonsturgeon's. bench src: https://gist.github.com/Be1zebub/4b90791fc7ab2d89a18c7a93da143095 * Update table.lua not very significant, but why not + 2-5% more perf (compared to the improved version)
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Allow for properties to be removed (#2113) * Allow for properties to be removed * Added validation checks
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TTT: Update Turkish (#2112) * Update turkish.lua I can't believe I missed this one * Plural to Singular Plural to Singular to mimic CS2's translation.
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merge from world_update_2
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network++ save++
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Added rock formations to World Setup Tweaked rock formation anchors to balance spawn rates
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jumper cables with base materials
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wip turf
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Look devving ziggurat interior. Working on mezzanine.
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tabs
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Minor language option tweaks Restored MenuUI prefab state
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Fixed missing characters in Chinese font
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Fixed missing languages in LanguageSwitcher editor tool
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Moved the language selection to the options menu Languages are now listed by their names, written in their own languages
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Move aliases to ISourceLocation
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nav styles
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separated stationary player processing from moving player processing - lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background
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Tweak categories Group asset types with a toggle https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_IwtzsHuw5A.mp4 Revert "Test rendering asset thumbnails as animated images, see if it works" This reverts commit 3df3c676a41be1aeacddc99c8a0640e2c6c976a6. Basic search Make search progressive Search through subdirectories https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_JJc4EiRmM9.mp4
8 Days Ago
spacing helpers
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Update: PlayerInventory pools ItemContianers Tests: equipped backpack, loaded up on items, killed self and checked that look transferred properly. Confirmed recycling in 2p session by killing the sleeper.
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Add CameraComponent.CustomProjectionMatrix
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merge from aux2
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network++ save++
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Buttons, box, tags, title
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Library Assets/Code folder is mounted accessible to game context
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ActionGraphCache: aliases