243,947 Commits over 3,898 Days - 2.61cph!
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
merge from wallpaper - nre fix
merge from helicopter_orbitstate_nre
merge from workshopeditor_improvements
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merge from pingwarning_fix
Can select Skin in Avatar Menu again. Resolves Facepunch/sbox-issues#6310
balance, submit score
leaderboard
adjust menu card hover bounds
Fixed loading screen ping warning formatting
Made it not loop indefinitely.
Creating a Prefab Variable will default to the name of the variable you're linking. Resolves Facepunch/sbox-issues#6364
Ported the ammo models from the other branch.
3rd person reload FX with new IK fixer.
Rock_formation_huge
Created all variants, LODs, colliders, prefabs and baked LODs
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Increase connection pool
Optimize dbcontext in find
Make reading news less offensive on mobile
Have wolves eat corpses and meat
Fix wolves thinking they already finished moving instead of waiting for the async path request result
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Live preview test
Live preview cleanup, fade
https://files.facepunch.com/alexguthrie/1b0511b1/NVIDIA_Overlay_6A9K6s7Uiv.mp4
LivePreview fixes
Search widget
Get rid of live preview, not a good idea right now
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Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
bucket paint leak repetition fix
More forgiving ledge grab threshold
Update: Switch to Dynamic measurements for Pool perf tests
- Also moved the tests into it's own nested class since there'll be more in the future.
Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes.
Tests: ran the pool perf tests, results line up with previous
No more one-frame lag for ledge detection/movement
No air dash, double jump when holding ledge
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Only allow grabbing ledges
De/serialize missing mixer settings, disable spatialization on Music/UI mixers by default again, Facepunch/sbox-issues#6092
Bugfix: Avoid perf degradation with many small Perf Test iterations
Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed.
Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger
- Simple BitArray for static, brute-force through dynamics due to tiny count
- train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
Backport some ledge climbing, you can climb up anything right now
Bugfix: Avoid tracking allocations from Setup/Cleanup
This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL.
Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
New: Adding PoolTests allocation perf test
Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs).
Tests: ran it and validated results in the Test Report window
Tweak sliding to be less shit, and also simpler
Add: Adding Performance Test Framework(v3.0.3) as a source package
While evaluating I discovered a couple issues, so will be patching it over time
Tests: wrote a pool perf test, it ran
Can add code blocks to news