130,357 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Better vine visual rotation handling, use burst cloth for now
                
                
                
                
             
         
        
        
            
            
            
                
                Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
                
                
                
                
             
         
        
            
            
            
                
                Rough process for preventing multiple vines from overlapping when parked
                
                
                
                
             
         
        
        
        
            
            
            
                
                Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: don't leak WaterLevel's persistent allocations
Currently only allocating on Server, since no other code actively relies on this.
Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
                
                
                
                
             
         
        
        
        
            
            
            
                
                adjusted sunken knife icon 
updated prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                bee_ux_improvements -> main
                
                
                
                
             
         
        
            
            
            
                
                Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry 
Tweaked materials and colors
Tweaked ground color
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
                
                
                
                
             
         
        
            
            
            
                
                Minor clean ups
Update gmod.code-workspace (Remove full paths)
Remove player jingles/impulse 202
Fixed DTextEntry autocomplete menu not inheriting skin
Prevent potential crashes to do with traces on models
Added ip_steam
Exit SRCDS (with a message) if GSLT is invalid or expired
Added some new options to `render_sprite_trail`
`constrain radius to length` and `ignore delta time`
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO
Mitigate invalid vehicle scripts causing crashes
                
                
                
                
             
         
        
            
            
            
                
                Clean: replace a magic number with a named constant
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                revert_project_file -> main
                
                
                
                
             
         
        
        
        
            
            
            
                
                Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
                
                
                
                
             
         
        
        
            
            
            
                
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                HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
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                Files for deployment zone visualization.
                
                
                
                
             
         
        
            
            
            
                
                Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_spawnitem_ownership -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix item ownership not applying when using `spawnitem` command
                
                
                
                
             
         
        
            
            
            
                
                Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code
As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                merge from ownership_barrel_fix -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix item ownership not applying to items from barrels
                
                
                
                
             
         
        
            
            
            
                
                Add a tip telling you what to do if you're attacked by bees
                
                
                
                
             
         
        
            
            
            
                
                Apply "Make All Streamable" to 8294 textures
                
                
                
                
             
         
        
            
            
            
                
                Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions