134,999 Commits over 4,293 Days - 1.31cph!

Yesterday
merge from indirect_instancing
Yesterday
Some fixes and cleanups for the Indirect Instancing debug overlay
Yesterday
Codegen so domain reload works
Yesterday
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
Yesterday
Merge from naval_update
Yesterday
Switch back to the mainland view on the map screen if it closes while open
Yesterday
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
Yesterday
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
Yesterday
Subtract merge on 140788
Yesterday
artist_pack_dlc -> artist_dlc_ornate_frames
Yesterday
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
Yesterday
Fixed ghost ship map markers rotation and scale
Yesterday
Properly support inherited SyncVars up to an infinite depth
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
Yesterday
Merge: from main
Yesterday
fix cloud weirdness when overriding weather state when playing back a demo
Yesterday
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
Yesterday
more window paintable work
Yesterday
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
Yesterday
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
Yesterday
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
Yesterday
set lightup frames to use standarddecalwithtwo shader again
Yesterday
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
Yesterday
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
Yesterday
stay_close_death_fix -> main
Yesterday
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
Yesterday
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
Yesterday
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
Yesterday
Death screen now switches back to the mainland if the deep sea closes for any reason
Yesterday
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Yesterday
Merge from main
Yesterday
Update: OcclusionGroup - tracked down another false-positive error - left a comment explaining why check was removed Whena player reconnects and reclaims a sleeper with a player in proximity, the eventual network group subscription will try to append to the occlusion group that already contains the reconnected player. Tests: reconnected with a player in vicinity
Yesterday
Bugfix: ServerOcclusion - clean up occlusion group refs when retiring groups Fixes false-positive error logs Tests: 2p, 2nd player disconnects while 1st player is in vicinity - afterwards first player walks out then back into to original network cell
Yesterday
boatai_better_patrol -> main
Yesterday
window paintable initial setup , gibs, lods etc
Yesterday
Update: Update: OcclusionGroups - each members tracks which group refers to it Needed for an upcomign bugfix in OnDestroy and helps detect issues Tests: 2p on Craggy - tested players close, flying far away, teleporting, disconnect-reconnect - logged an extra problem to address
Yesterday
Clean: refactored out OcclusionOnDestroy, as it was getitng messy - also added a null check to avoid pooling issues Tests: none, trivial changes
Yesterday
Actually renamed it to Bear Skin Rug this time
Yesterday
Bugfix: OcclusionGroups - ensure sleepers are tracked when player transitions to a different occlusiongroup This is an edge case when being in subscription range of a sleeper - sleeper's group would contain it and player, but player's group would have sleeper missing Tests: moved around in the vicinity of sleeper, checked internal state
Yesterday
Fixed muzzle brake not unlocking via HV pistol ammo in tech tree
Yesterday
Bugfix: OcclusionGroups - fix NRE when moving out of group with a sleeper - replaced with a IsVisibleFromFar check - also reworked teleportation logic via IsVisibleFromFar, as that's more correct - also IsVisibleFrom range check was wrong, so fixed that Previous code relied on subscriber to check if move-out-of-bounds occurred, but sleepers don't have a subscriber, so it NREed Tests: moved away from a cell with a sleeper, checked internal state
Yesterday
Update: NetworkVisibilityGrid gains IsVisibleFromNear/Far(Group from, Group to) - expose via provider interface Needed for occlusion groups case of moving sleepers (as I can't rely on subscriber check) Tests: testted as part of followup bugfix
Yesterday
Minor cleanups * Makes CBaseAnimating::m_OverrideViewTarget private Fixed potential crash issue with look door Jalopy no longer spawns trigger_vehicle_cargo at all times * Instead, spawn the entity only when asked to, i.e. `CargoVisible` key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing `SetCargoHopperVisibility 0` * This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand) Added ReleaseBusterFromCargo input to Jalopy Remove "Ember type" from env_embers in Hammer (did nothing) Make env_embers compile with parenting support * So basically there's this stupid system of "if a brush entity doesn't have "origin" keyvalue at map compile time, the brush model bounds will be in world space". env_embers did not use it and therefore was incompatible with parenting. We now make this entity use that system (like all entities should really be doing to be honest) and try to detect the difference in code for old maps and new maps, and apply the entity's position to the particles if we detect the map as "newly compiled with support for parenting" for this entity FGD: Add auto generated values of func_breakable_surf * So they do not appear as broken in Hammer, and provide explanation as to what they do.
Yesterday
merge from artist_pack_dlc
Yesterday
paintable reactive target setup and script
Yesterday
Debugging
Yesterday
update all ornate frames with label code
Yesterday
Light up Picture frames - added lods to xl and xxl versions, swapped material to new standard shader, fixed paintable area UVs
Yesterday
Fix the values so they can orbit smoothly
Yesterday
Merge: from main