142,157 Commits over 4,536 Days - 1.31cph!

1 Year Ago
Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
1 Year Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
1 Year Ago
Merge: from steamworks_posix_fix - Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll Tests: Built server standalone for Windows and Linux from Windows
1 Year Ago
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders. - Linux got renamed to LinxuEditor and is only loaded for editor This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested. Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
1 Year Ago
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers. 1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png 2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
1 Year Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
1 Year Ago
Merge: from main
1 Year Ago
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
security tower mesh split and volume fixes
1 Year Ago
Fixes to get things working again
1 Year Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
1 Year Ago
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
1 Year Ago
updated exhibit decor pack steam icon
1 Year Ago
PT Boat Update
1 Year Ago
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed Tests: 1p on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
Optim: UsePlayerUpdateJobs 2 - cache continuation actions Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches. Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
1 Year Ago
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
1 Year Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
1 Year Ago
Replaced proxy dock street lighting with dock lights.
1 Year Ago
rhib crane collision
1 Year Ago
Can no longer loot the input side of dropboxes from the other side
1 Year Ago
Sculpts
1 Year Ago
merge from main
1 Year Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
1 Year Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
1 Year Ago
Merge: from main
1 Year Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
1 Year Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
1 Year Ago
added missing rhib buttons
1 Year Ago
Add mannequin image to general store and page
1 Year Ago
Added dials to control panel on rhib crane
1 Year Ago
rhib crane lods and prefab
1 Year Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
1 Year Ago
Merge from parent
1 Year Ago
Hazmat suit despawn rarity set
1 Year Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
1 Year Ago
Scene cleanup / medical barge prefab
1 Year Ago
Revert change to calculating distance on MissionPoint
1 Year Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
1 Year Ago
Add method to calculate remaining path length
1 Year Ago
Revert bad file change from merge
1 Year Ago
tweaked lod distances on clothing mannequin to cull sooner
1 Year Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
1 Year Ago
Merge from mission_create_streamlining
1 Year Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
Clean: extra "can kick" annotation Tests: none, trivial change
1 Year Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
1 Year Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
1 Year Ago
fluorescent wall light no longer a skin of the ceiling light