134,272 Commits over 4,262 Days - 1.31cph!

Today
merge from shotguntrap_optims/tests
Today
merge from shotguntrap_optims
Today
Fix server build
Today
rebase on main
Today
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
Today
wood box - prefab tweaks
Today
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
Today
Use negative handles for fallback memory
Today
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Today
Remove InstanceHandle and use a simple integer instead
Today
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
Today
Gun trap building privilege tests
Today
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
Today
Added AssertTrueForDuration custom yield instruction
Today
Added some shotgun trap tests
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
Compile fix
auto_populate_entitylist -> main
Today
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Today
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster.
Today
Add convar for painting autosave timer duration
Yesterday
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
Yesterday
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Yesterday
Restored the CanFire check
Yesterday
Code cleanup while im here
Yesterday
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Yesterday
merge from commandblock_tests
Yesterday
Swap some expected's and actual's in TestHBHFSensor
Yesterday
Apply fixes from Flaviens shelf, regenerate testlist
Yesterday
added new sounds for knife admire acrtion
Yesterday
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
Yesterday
merge from main
Yesterday
Merge: from main
Yesterday
added new sounds for salvaged axe admire action
Yesterday
merge from main
Yesterday
new sounds added and implemented for the salvaged icepick
Yesterday
merge from standardized_health_display_conditions -> main
Yesterday
merge from main
Yesterday
merge from shield_stats_display_workbench -> main
Yesterday
merge from flameturret_optims
Yesterday
merge from flameturret_optims/tests
Yesterday
quick_craft_improvements -> main
Yesterday
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Yesterday
Minor change to the new RemovePlayer method in BuildingPrivlidge
Yesterday
merge from flameturret_optims/tests
Yesterday
Compile fixes
Yesterday
More flame turret tests
Yesterday
Misisng meta file