134,561 Commits over 4,293 Days - 1.31cph!
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now
- made the relevant antihack convars replicated
merge from clearinventory_clothingchanged_fix
▄▌▅▄ ▊▄_▌▌▊▊▊█▅▌▋▇▅▍▌▇▌ ▆▍▄▇ ▅▌▋▆▊▋▄▊ ▍▉▆▋██▍▇▅ ▆▋▋ ▊▍▍▉▆▊▌
▍▉▉▋▍▄▊▉▅▄ ▊▄▍▊▌▅▆█/▉▊█▌▍ ▊▄▅▇▊▆▍ ▆▄▍▌▅ ▄█▋▆▋▋▍ ▌▆▉▅▌ ▅▌▋▋▄ ▊▍▇▄▊▌▋▌▊▍▆▆▌▊ ▅▄▉▋ ▋█▅▌▍▉ ▄▊▅ ▌▆▆ ▌▉▅ ▅▇▍█▄█▉ ▄█▄▋▊▉█▌ ▄▌▊ ▄▍▇▌, ▌▄▌▍ ▍▋▌▉ █▅▋▄ ▋▇▆ ▉█ ▇▆▇▋▋▅ ▌▉▆▆ ▌█▉ ▋▉▌▆█ ▌ ▊▅█ ▋▆▍▉▊▍ █▊▉▌
Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Remove Bootil's ZLib usage (GZip), since it is unused by the game
Merged Pull Requests
* Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open
* Don't use deprecated VGUIFrameTime in the base game
Fix spawnicons not rendering when returning true in GM:RenderScene
Try to solve undo ordering issues due to clearing of undo table
Actually reenable net message buffer limiter thing
Whoopsie
Reenable FreeImage's GIF support for now
* Should not rely on this, GIFs as addon previews are not officially supported (never were)
Queue simple timers to next frame if called from a simple timer callback
merge from custom_icon_pooling_fix
Fixed a pooling bug with custom item icons
Re-apply SocketMod_TerrainCheck changes manually after merge from main
Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
Optim: reduce branching in BaseEntity.HasEntityInParents
Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places
Tests: spawned 100 boats with 3 sleepers
Fixed slightly floating crate on docks
Fixed z-flickering under casino stairs
Another attempt at fixing disco ball flashing
Scene2prefab
merge from main -> fix_foundation_clipping_rocks
Add god rock & anvil rock on the separate island on craggy for testing purposes
▇▍▇▋▆: ▇▉▌█▅▉▍▌▅▍ - ▅▌▌▍ ▅▆▍▅▆▄ ▆▊▊▌▆▆▄▍ ▅▋▋▉▆▊ ▊▆▊▋ ▍▌▋ ▇█▅▋ ▋▉ ▆▊▋▇▋▅▋
▄▊▍▍ ▆▍▉▍▊█ ▅▉▉▆▆▌▊▅▆ ▇.▆▍▆(█▅█ ▊▌▇▇▇▄█▉ ▊)/▍.▇▋▉(▍▆▋ ▊▄▄▆▅▇▍▋ ▅) ▅█ ▋█▄██▌▋▆▊▊
▆▄▄▄▄: ▊▆▉▌▊ ▆ ▄█▆▅ █▌▇ ▇▍▉▆ ▅▉ ▋▄▉▉ - ▌▌▌ ▊▊ ▅▇▍▍▆▅▊ ▊▆▆▉▆▊▍▌▆▄
travelling_vendor_spawn_prechecks -> main
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Hooked up missing canvas materials
Optim: TriggreParent.TickMode 1 - batch swimming checks
100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0.
Tests: built a boat, sank it by shooting, got unparented
Update ambient_generic radius description in Hammer
Remove status trying to use non existent convars
Update Bootil's ZLib (Just testing if it will build on Linux)
Merge from main.
Bump displayingBoxStorage to 222 to fix protobuf conflict.
sign_painting_ui_escape -> main
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
Pressing escape will now save and close the sign painting dialogue (it only saved before)
autoturret_improvements -> main
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick
Ensure loaded turrets respect their client orientation properly
Update: expose StableObjectCache internal T[]
- had to introduce approx equals to WaterInfo as unit tests were failing (why now?)
- consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds)
Need it to simplify code around water factor batching
Tests: unit tests
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Corpse setup for scrap component box
main -> autoturret_improvements
Some deep sea cleanup and pool leak fixes
Fixed NRE when no results are loaded
Fixed Clear Result button not working
Load default test list path by default
Fix player models continuing to play animations in demos when paused.
▌▍▌▆▉ ▍▅▋▄ ▄▉_▌▄▋▇▊▆_▋▅▌▆▆▊█▇▉▅▉_▅█▅▅▊█▍▌
Map marker edit UI now appears above fog of war
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
Inventory null check in Mailbox
Fixed not being able to switch to softcore on craggy island
Don't drop softcore corpses if the deployable is on a player boat
Only calculate position and scale once in ImpostorBatching