135,140 Commits over 4,293 Days - 1.31cph!
add underwater fog blending for tropical shores in deep sea
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
set up steam item for artist pack, linked to all items, set up sprays
Picture frames - reverted light up frames to correct material
scrapframe shutter mat tweaks, deleted unused textures
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
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Fixed a crash with running "+showbudget" on srcds
Add type checking to Entity:PhysicsInitConvex second arg
Fixed some potentially crashy issues
Merged Pull Requests
* Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes
* Micro optimization for sql.QueryValue
* TTT: Fix auto weapon spawning on non-TTT maps
Fixed smscorch2_subrect.vmt having wrong texture offset
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Remove the word Player from a bunch of PlayerBoat static functions
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
merge from fix_copy_paste_duplicate_entity -> main
Attach cannon ball to hands when reloading cannons.
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32)
- added a couple TODOs
Tests: ran new unit tests, all's gud
Add `paste_grid {x} {y} {spacing}` command
Fix not being able to undo multiple pastes with a single `undopaste` command
Tests: OcclusionGroupTests - add move to near range visibility test (32)
Tests: ran new tests, all pass
Tests: OcclusionGroupTests - add test validating moving from outside net range to same cell (32 tests)
Need to add 2 more variations (move to near and far range), then can start moving to esoteric scenarios
Tests: ran new tests, all pass
Bugfix: OcclusionGroupTests - fixup invalid expectation of newlogic groups in TestVisibilityAfterMovementAway
We succesfully enforce newlogic's rule that networkable should always be in a local occlusion group
Tests: ran all unit tests, all green
Picture Frame - updated scrap set icons
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Picture frames - texture update, deploy volumes fix
remove_extra_scientist_weapons -> main
Remove unused weapons on boat scientists.
This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists.
Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
Bugfix: OcclusionGroup - prevent unsubbing from own group
Can happen when player is dead/in limbo
Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason
Tests: OcclusionGroupTests - add simple tests verifying group and sub updates
Need them to validate that new logic can unsub from group it's in (which is illegal)
Tests: ran new 24 tests, TestUpdateSubs(true, dead) failed as expected
boatai_balance_changes -> main
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
Refactor `paste` and `paste_line` into a single method one the client & server
- paste now acts like a repeating paste with count of 1
- pass repeat count inside the RPC proto
Picture Frames - texture update
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(oldLogic, Dead) tests
Updating subs when in limbo unsubs you from limbo group (funky, but legal). Old logic ends up with empty groups (okay for it), but new logic ends up with an invalid occl group
Tests: ran unit tests, 4 failures left
Bugfix: OcclusionGroupTests - fix TestVisibilityAfterMovementAway(*, OutsideCell) tests
- Handle the fact that new occlusion group logic eagerly cleans up occlusion groups when moving out of range, even before subscription tick
- Fix invalid assertion for old logic when p2 moves, before subscription tick
Tests: ran tests, now 8 failing (all related to Dead players)
Tests: OcclusionGroupTests - add TestVisibilityAfterMovementAway tests (32)
Tests: ran new unit tests, 14 fail
hooked up workshop source to sks skinnable
added night ambience sounds to the deep sea islands
fixed paintable reference on XL lightup frame referencing the whole prefab not just the lod0