239,359 Commits over 3,837 Days - 2.60cph!
Leaderboard backup, run #
13732
Remove old apis
Start moving auditing
Remove unused
Refactor
Remove unused
Start recording releases differently
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Removed all collision again from the deployable computer station chair
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
enter shop sfx
bg colors
misc
balance etc
Fix not being able to reskin industrial door with spraycan
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
Cine variant for procmap spawn prefab
Merge main -> SpawnMargins
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default
Should not be modified at runtime, set it on startup
Added killallplayers server convar. Kills any human players who are not in god mode.
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true)
Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
merge from wallpaper - nre fix
merge from helicopter_orbitstate_nre
merge from workshopeditor_improvements
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merge from pingwarning_fix
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
balance, submit score
leaderboard
adjust menu card hover bounds
Fixed loading screen ping warning formatting
Made it not loop indefinitely.
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
Ported the ammo models from the other branch.
3rd person reload FX with new IK fixer.
Rock_formation_huge
Created all variants, LODs, colliders, prefabs and baked LODs
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Increase connection pool
Optimize dbcontext in find
Make reading news less offensive on mobile
Have wolves eat corpses and meat
Fix wolves thinking they already finished moving instead of waiting for the async path request result
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Live preview test
Live preview cleanup, fade
https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4
LivePreview fixes
Search widget
Get rid of live preview, not a good idea right now
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Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
bucket paint leak repetition fix
More forgiving ledge grab threshold
Update: Switch to Dynamic measurements for Pool perf tests
- Also moved the tests into it's own nested class since there'll be more in the future.
Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes.
Tests: ran the pool perf tests, results line up with previous
No more one-frame lag for ledge detection/movement