134,370 Commits over 4,293 Days - 1.30cph!

17 Days Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
17 Days Ago
merge from adventcalendar_effect_fix
17 Days Ago
Fixed another plane in the same effect
17 Days Ago
Added gibs for scrap box
17 Days Ago
merge from adventcalendar_effect_fix
17 Days Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
17 Days Ago
Added detail panel, can select tests to read their description and result message
17 Days Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
17 Days Ago
Ensure a turned off turret won't try to predict movement on the clientside
17 Days Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
17 Days Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
17 Days Ago
fbx update salvaged hammer
17 Days Ago
Salvaged Hammer Refresh models and textures
17 Days Ago
Fix FreeImage format IDs
17 Days Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
17 Days Ago
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing - also if pasting players, make sure they run their ForceTriggerUpdate - codegen Tests: spawned a 100 boats in a line
17 Days Ago
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17 Days Ago
Test key caching
17 Days Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
17 Days Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
17 Days Ago
Test runner window automatically loads the last results after a test suite has finished
17 Days Ago
Merge: from main
17 Days Ago
Can run tests from the window
17 Days Ago
Fixed negative scale warning on cannon gibs
17 Days Ago
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
17 Days Ago
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17 Days Ago
merge from indirect_instancing
17 Days Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
17 Days Ago
rebase on main
17 Days Ago
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
17 Days Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
17 Days Ago
main -> autoturret_improvements
17 Days Ago
Revert 140177 - needs more investigation
17 Days Ago
Remove unused field
17 Days Ago
boat_ai_boxing_fix -> main
17 Days Ago
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
17 Days Ago
main -> boat_ai_boxing_fix
17 Days Ago
notification_custom_link_support -> main
17 Days Ago
Allow external/internal arguments to be passed
17 Days Ago
Merge from naval_update
17 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
17 Days Ago
First pass of test runner editor window, still wip
17 Days Ago
Can now create notifications with custom links
17 Days Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
17 Days Ago
Merge from boat_water_fx_optim
17 Days Ago
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
17 Days Ago
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
17 Days Ago
Collisionmeshdata error fix for Candy Cane, Ball, Present
17 Days Ago
Fixed compile error due to mathlib differences
17 Days Ago
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. Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum