134,136 Commits over 4,262 Days - 1.31cph!

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