248,561 Commits over 3,928 Days - 2.64cph!
Allow removing keys from bb component
Fix wolves stopping right in front of players without attacking sometimes
GameTransform.DisableInterpolation is a static, remove AddToInterpolationSystem + RemoveFromInterpolationSystem
Reduce HashSetEx initial size
Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes
Test HashSetEx with iteration counter and deferred changes
Fix NRE in UndoGameObject
Leaderboard backup, run #
14116
Lets try this "real" ConcurrentHashSet to see if it matches the performance of the old BufferedHashSet. I have a feeling we're going to be better off special casing the collections for our updates to maximize perf
NPC Conductor Bankle - Idle anims
Bricks and t issue box texture and mesh setup
Human: more skinning updates focused on polishing height scale squash & stretch as well as volume preservation on elbows & kneecaps
Fix "path cannot be empty" when opening object menu
radioactive_water -> world_update_2
Attempt to fix an incorrect GUID error
Ensured belt and main inventory on the player do the correct checks.
A container filled or refilled in inventory should now correctly notify the rad check system.
Since BufferedHashSet is more expensive now, lets try to avoid it where we don't need the concurrency
Made new method called on containers when a child changes radioactive amounts
Ensures containerBelt and containerMain do rad checks at the correct times.
Ensured radioactive water uses the correct values to irradiate players. This might be too high now.
Don't repeat NetworkSpawn logic, filter down to one function
Network the GameObject enabled status
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing)
You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging
Fix wolves charging despite fire in some circumstances
Fix wolves not playing growl anim anymore when startled by fire (regression)
Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
Add ISceneLoadingEvents - Allows listening to events related to scene loading and creating loading tasks
Add Game.TakeScreenshot
ComponentFlags.NotSaved is ignored when networking
Move ShouldSave logic to SerializeOptions
Adding OnUpdate etc will refresh directory on hotload - avoiding the need to stop and start the game for them to start working
Change BufferedHashSet to use a ConcurrentDictionary under the hood
This hopefully fixes issues occurring when iterating multiple times, inside itself, and Count not changing until iterating. We should rename this to ConcurrentHashSet at some point.
Make objectindex a BufferedHashSet so Scene.GetAll<T> doesn't suffer from modified while iterating
Add GameObjectSystem<T>
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
slighting up the player up
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks)
Fix wolves often charging instead of circling
Fix wolves barking mid fight when very close
Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
GameObjectSystems can implement scene events
* Replace Scene.GetAllComponents<T> with Scene.GetAll<T>
* GameObjectSystems can implement scene events (Scene.RunEvent<T>)
* GameObjectSystems can implement INetworkListener
Leaderboard backup, run #
14092
Fixed joint sets linear angular spring maximum force to float max, this is the default, not zero
Fix prop gibs not making use of placementOrigin attachment when it exists, causing some gibs to be spawning at incorrect origin https://files.facepunch.com/layla/1b2111b1/sbox-dev_LApwRRrbZ8.mp4
Conductor Bankle Model and Audio
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Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
Remove name cache that is not invalidated when renaming types
Merge remote-tracking branch 'upstream/get-type-remove-cache'
Don't try to enable loading screen on linux srcds (compile fix)
Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
func_smokevolume removes particles when dormant
Copy hl2.exe to gmod.exe
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map