134,332 Commits over 4,262 Days - 1.31cph!

3 Days Ago
Compile fixes
3 Days Ago
Merge from parent
3 Days Ago
Merge from main
3 Days Ago
fix pooled list leak for physics tumbling entity
3 Days Ago
merge from loaded_ammo_type_indicators -> main
3 Days Ago
merge from main
3 Days Ago
Merged Pull Requests * Do not draw effect rings in Depth Pass * Fixed regressive Lua error in g_SBoxObjects cleaning code Change damage indicator materials * For full screen damage effects, use a "vignette" type texture * For other effects, use $linearwrite material to reduce banding Disable "player is dead" red screen effect * It was not applied consistently to all deaths, and it is kinda unwanted for Sandbox type game Move drown damage effects from UTIL_ScreenFade to damage indicator Adjust burn/drown damage indicator effects More oranger burn effect, longer drown effect (same length as it was before any changes) Move crush damage effect to HudAnimations too Make DMG_ACID screen effect separate and different * No longer duplicate of radiation effect, green-ish tint Rework DMG_PLASMA effects/sound * DMG_PLASMA no longer makes the screen just half black (now has cyan effect), and changed the associated sound from infinite loud thing to the burn damage effect STUDIO_ flags for Pre/PostDrawPlayerHands Try deleting "scripts/game.txt" * it only contains `"$game" "GARRYSMOD"` and doesn't seem to be used by the game Changed gun firing sounds from 140dB to 105dB * This is consistent with Crowbar and some other weapon sounds, and is less loud at large distances. * This affects NPC firing sounds as well * Changed toolgun to use its own soundscript - `Toolgun.Single`. No sound change, only volume change. Make Annabelle in player's hands produce correct shooting sound
3 Days Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
3 Days Ago
Fixed menu slider being set to an integer value (now float)
3 Days Ago
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
3 Days Ago
Menu scene changes (missed file)
3 Days Ago
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
3 Days Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
3 Days Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
3 Days Ago
Ruins B crate spawn fixes.
3 Days Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
3 Days Ago
Fixed some ore floaters on 2 and 3.
3 Days Ago
missed a file, apply position to IconWithCount
3 Days Ago
re-enable mipmaps, fix opacity, polish placement
3 Days Ago
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
3 Days Ago
Fixed a couple of overlapping spawns on 4. S2P
3 Days Ago
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
3 Days Ago
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
3 Days Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
exported latest paintaball gun vm anims
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
merge from fix_containerioentity_item_syncing -> main
3 Days Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
3 Days Ago
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
3 Days Ago
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
3 Days Ago
Merge: from main
3 Days Ago
main -> quick_craft_improvements
3 Days Ago
Flame turret code cleanup
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from linerenderer_lod_fix
3 Days Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
3 Days Ago
changes on salvaged axe deploy sound
3 Days Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
3 Days Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
3 Days Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
3 Days Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
3 Days Ago
updated space station building skin video added to store prefabs
3 Days Ago
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
4 Days Ago
Only show the deep sea toggle map button if the deep sea is open
4 Days Ago
merge from naval_update
4 Days Ago
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active