133,958 Commits over 4,262 Days - 1.31cph!

Today
Formatting fixes
Today
Rework buffer transfers, all tests now pass
Today
Remove unused method PurchaseUpkeepTime(float)
Today
Fixed a bunch of tests, buffer transfers still failing
Today
merge from solarpanel_tests
Today
Added solar panel tests Minor SolarPanel class cleanup
Today
Merge from naval_update
Today
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Today
merge from fix_console_thread_cancel -> main
Today
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Today
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
Today
First iteration of easel bars adjusting for painting size, clean up code
Today
Fix 357 reload shell eject, again Make Nova Prospect soldier player model use custom materials * Allows people to modify the material without affecting the NPC, just like other combine player models. * Made the eyes colorable on the first skin like other combine player models * More consistent appearance compared to other combine player models (rimlight) RichText:SetText now discards \r and \0 * This is consistent behavior with RichText:AppendText and fixes RichText:GetText not working correctly after SetText and AppendText calls in that order. Fixed entities with material overrides being in the wrong render group * Another one of those "depth pass" rendering issues with large dupes. If 2 entities have the same material as material override and one of them is transparent (via the color tool for example), this would affect a lot of unrelated entities. I think this only happened if the material was last rendered with transparency in the previous frame. Fixed freezes when removing large amount of entities in Sandbox (dupes) * Same for creation, but probably to a lesser degree
Today
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
Today
merge from main
Today
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff
Compile fix
Re-apply Jarryds changes on 112808, 112812 and 112814
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
Subtract 139721
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes - Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them - Extra profiling - Remove quickcraftdelay: not needed anymore
Today
Update: started on ShouldParentEntitiesJobs (incorrect name) - Simplified ShouldParentEntities (also incorrectly named) Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side) Tests: none, not ready
Today
Update: GamePhysics.TraceRays now supports ignore entities - Added TraceRealmRays (not unit tested, will do that tomorrow) - Added unit tests for TraceRays - TraceRays skips sorting if maxHitsPerTrace is less than 2 Tests: unit tests
Yesterday
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
Yesterday
naming updates
Yesterday
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
Yesterday
animator naming update
Yesterday
paintball file naming and cleanup
Yesterday
paintball viewmodel prefab fixes, re-exported anims
Yesterday
merge from hbhf_sensor_tests
Yesterday
Some more small fixes, regenerated testlist
Yesterday
Updating player anim controller with v4 gestures
Yesterday
Updating 3p_crude gestures with correct frame ranges
Yesterday
Apply shelf from big Flav
Yesterday
exported latest 3p paintball gun anims
Yesterday
merge from naval_update
Yesterday
Updating paintball gun rig
Yesterday
merge from main
Yesterday
Code clean up
Yesterday
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Yesterday
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
Yesterday
Debug log damage scale too
Yesterday
creating paintball gun 3p anims
Yesterday
Damage test save with boats and cannons. Debug logging.
Yesterday
npc_vendor_accessible_fix -> main
Yesterday
Remove for the travelling vendor