134,136 Commits over 4,262 Days - 1.31cph!
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Dont downcast list type when passing as an argument
fix pooled list leak for physics tumbling entity
merge from loaded_ammo_type_indicators -> main
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
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Fixed menu slider being set to an integer value (now float)
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
Menu scene changes (missed file)
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
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks
Microoptim, but why not
Tests: none, trivial change
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet
Tests: none, trivial change
Ruins B crate spawn fixes.
Clean: remove a couple TODOs
Was worried about a bug, but deeper scrutiny think the code is correct
Tests: none, trivial change
Fixed some ore floaters on 2 and 3.
missed a file, apply position to IconWithCount
re-enable mipmaps, fix opacity, polish placement
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
Fixed a couple of overlapping spawns on 4.
S2P
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
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
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue
- codegen
Tests: with tickmode 1 - built a boat, jumped on-off
▆▋▅█▅█ █▌█▆█ ▇▊ ▍▌▌▌▊▇▅▆▋ ▊▆█▋ ▄▋ ▋▅▍▅▍▆
exported latest paintaball gun vm anims
▉▅▌ ▉▄▉█ ▇▇▌▌▇ █▆ ▉▆▄▄▄▊ ▄▉▄▄▉ ▍▇ ▅▆▌▉▋▇▄▋ ▉▍▅ ▉▌▅▊▅ ▅▌▄ ▆▊▄▆▆▄ ▆▍▅▍▄
merge from fix_containerioentity_item_syncing -> main
Fixed ContainerIOEntities not syncing inventories with item when picked up
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
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
main -> quick_craft_improvements
Flame turret code cleanup
▇▄▅▍▄ █▉▌█ █▍▅▅▅▌▍▄▌_▆▊▍▍▌_▆▉▄▊_▍▋
▌▋█▊▊▉ ▄▆▇▄ ▆▇ █▉▅▆▊▅▆▆ ▌▋ ▊▍██ ▌▇ █▅▋ ▇█▆▉▅ █▇ ▅▊▉▋▌█▍▌ ▇▅▍▍▉▊▍█▋▅
- ▄▉▆▆▋▋▌▆▇▍ ▍▆▄ ▍▌ ▆▄▉▊ ▄▌▆▍▊ ▄▋'██ ▉▅▇▍ ██▅▍▅▌▍▌▌ ▉▅▄▍ ▅▄▍▅▇ ▉█▋▊▆▌▉ ▊▆▄ ▆█▊▅▉▍ ▋▉▌▌▅
merge from linerenderer_lod_fix
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time
Fixes invisible string lights wires
changes on salvaged axe deploy sound
Only use the nearest planeFitPoint to the shore when determining if beached or not
CurrentThrust uses the Anchored bool not list traversal of anchors
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
updated space station building skin video added to store prefabs