130,556 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: replacing cell budget with a time-per-player budget
- Setting this budget to 10micros initially
This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds.
Tests: Confirmed entire Craggy grid gets streamed to the player
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: added a runtime switch to disable tree batch streaming
- Enabled by default
Tests: booted with it being both turned on and off
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups
S2P and HLOD generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some placeholder stuff for gesture slots that are empty
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▋▆▄▊▅▋█ ▉▇▆▉█▇ ▄▆ █▆█ ▉▄█▍▌██▅▊ ▄▋▉▍▄█, ▊▆ ▌▇▆▅▆▉▅ ▅▇▋▊▅▅ ▉▉ ▊▅'▄ ▉▊▌ █▉ ▅▄▄▇▌▌▆█
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- ▋▋▉▋▇▆▉▊ ██▇█▋ ▊█ ▋▉▇ ▊▋▌▆▇█▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▍▇█▋ ▌▄▄ ▆▌▋ ▊▊▉▉▌▌▌█▊ ▇▊ ▊▄██▌██▋▉▋.▄▊▌▋▉▉▍▊▋▌▉▆▅▋▋▅█▇, █▊▇▇ █▉ ▇▆ ▄▆▄▉
 
                
                
                
                
                
             
         
        
            
            
            
                
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▉▅▇▄ ▍▄▆▉▆▇ ▌▄█▊▍█▄█▅█▉, ▉▇▌ ▋█▌█▋▆ ▌▉▄ █▅▅▉▅▄▄▄ ▋▉ ▋▄█ █▌▅▅▄▊ ▇▅▅▍▌█ ▇▉▅ ▋▋▍▉ ▆▍ ▍█▋▍▍ ▇▄ ▇▌▄▉▌▆▄ ▄▇▊ ▆▆▆▌▇▆▇▄▌▉ ▍▇▍▉ ▆▋███▇▅▅ 
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                Fixed large stables vendor getting killed on server restart
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▇▅▌▍ ▅▇▄▄ ▆▊▇▋▍▇▉▌_▋▋▊▍_▆▆▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▄█▊▉ ▆▍▉ ▍▍▍▉ ▅█▊▍ █▅▋▆▋ ▄▄ ▊▋▅▉▋▍▍▊▊▆▍█▊▅▅▇▇▄▇▅▆▍▍▊▊▌▌▇, ▉▋▌▄ ▄▍▋▍█▊▅▉▍▆
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Apply distance checks to individual covers instead of cover groups
 
                
                
                
                
                
             
         
        
            
            
            
                
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                ▍▅█▉▄▉ ██▊ ▆▉▋▆▆ ▊▋▆▍█▇ █▉ ▇▅▋ ▊▍▉▆▍ ▍▄▆▋ ▍▅ ▌▇▊▊ ▇▉ ▇▄▊ ▅▆▉▌, ▉▅▄█▌ ▄▇▋▆ ▋▇▉▍▆ ▋▆▉▉▉▇▉▌▍ ▆▌▄▌ ▅▇█▉██▊ ▋ ▋▍▉▇▊ ▊█▉▉▇▅█▇ ▊▋▅▉▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from divesite_respawn_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▇▆▇▌▊ ▌▄▍▇ ▅▇█▅▋▉▌▄▄_█▅▄_▌▌▅█▋█▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▅█▇█ ▋▍██▉▅▍▇▄ ▊█▄▋▆█▅▅▊▊▋ ▆█▇█ ▌▆▇▅██▋ ▊▉ ▍▍ ▊▋▊▍█ ▇▌▇▍▅▄▉▅ ▋▄ ▉ █▌▊▆▇▊
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                ▅▌▋▅▄▌▉ ▍▇▅█▆ ▊▉▍▌▊▅▅▄ ▍▌▉▇▊ ▉▉ ▋▅▄ ▌▅▋█▅▋▋▌▋ █▌ ▉▅▌ ▌██▇▌▄ ▍▄█▉▌▆▇███ ▇▋ ▋▆▇ ▇█▆█▆▄▋▇▋
▆█▋▊ █▆▅▅▌▅ ▅▌▊ ▆▉▌ ▇▇▇▇▄▄▋▌ ▉▉▄▆▍▉▍▅ ▊▋ ▇██▊▄▆▇▅▌ ▊▄ █▊▆▊▉ ▍▋█ ▄▊▅ ▋▍▅▌▅▌▆▇▅, ▄▅▍▌▅▇ ▊▇▄▄ ▌▅▄▌▄▍ ▌▊▇▉ ▆▊▊▄▆ ▊▉█▆ ▅█▍ ▉▉ ▄▇▊▇█▆▆ (█▇▄▋ ▍▊ ▅▅▌▆▆▌▋▌ ▇█▍▉█ ▌▅▄▍▊ ▍▊▉▋▊▇█?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added sv_max_userinfo_rate
This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there.
More strict application of GMODSandbox GDClass in Hammer
So `point_spotlight` doesn't have useless keyvalues on it.
Added "Last played date" for each server in the server browser
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▍▇▇▊ ▊█▅ ▍▌▋▉▌█ ▆▉▇▊▊ ▌█ ▇▍▉▅▉ ▌▆▆▌ ██▍ ▍▅▍▅▌▊▋▊▊ ▅▆ █▉▍ ▇▅▊█▉▊ (▋▅█▍ ▌▆▅▋▅▌ ▄ █▇▊ ▌▆ ▇▇█▍ ▍▆▋▆▋ ▄▉ ▉█'▄▊ █▌▌ ▆▌▊▍▇▉▉ ▍█▌▅▌▅ ▍ ▄▅▌▆▍▉▊ █▇▆▆▌ ▋▉ ▆▅▆▊ ▉▉ ▇▄▉▇ ▄▍▇▍▌▍▅▌▌▊▉▇, ▆██▇▅ ▋██▋█▌ ▄▋▆▊ █▇▊▉▍▉ :█)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
 
                
                
                
                
             
         
        
        
        
            
            
            
                
                new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊█▇'█ ▅▊▊▍▉▄ ▆▄ ▉▄▉▄ ▇█▉▉▄█ ▌▊▉█▊▄ ▅▇▋▇▍▍ █▋▉ ▌▍▍▄█▉▇▆▅▍▄▊▅▇▅█▄█▅▊▋ ▍▊▄▉▌▆▇▌ ▄▊ ▊▌ ▉▉█ ▊▉▊▍█▇██ ▊█▍▄ ▊▌▌█▆▅ (▌▍▇▌█▉▆▄█▄▇ ▇▌▊▌▊▌▉▌▅▅ █▉▅ █▅▌▆ ▊▄▆▆█▋▋▊ ▅▋▅▄ ▊█ ▍▇▅ ▆▉▇▅ ▍▄▇▊ ▄▍▇▇▅█▆▋)
 
                
                
                
                
                
             
         
        
            
            
            
                
                FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Adjusted Bradley spline height.
- Check how close before you enter
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from flow_vector_field
 
                
                
                
                
                
             
         
        
            
            
            
                
                Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve cover selection and debug, fix some objects not blocking the trace
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added catapult test meshes for Flavien
 
                
                
                
                
                
             
         
        
            
            
            
                
                Siege tower constructable tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                corrected offset of dpv mounting bounds check
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▄▍▆▇▉ ▍█ ▋▉▅▇ ▆▆▄▋▄▅ ▅▋▄▌▆▇ ▄▌▋▋ ▍▆▆▇▍▉ ▅▅▅▊██ █▆▍▊▇▍ ▌▋ ▅▅ ▊▇▉▄█▄▋▉▆▉▌▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                Orientation fix on catapult
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▋▌▅█▉ ▄▅▇ ▆▄▆▅█▆▆ ▆█▊▄ ▆▉ ▌▊▍▊ ▆ ▆▆▌▄▋▇▆█▋▍▌▍▋ ▅█ ▅▊▅▆▇▉, ▋▋▊▅▉▊ ▆▊ ▍▆▅▋ ▆▋▌▉▅▇ ▌▍▄█▇█ █▍▍ ▌█▅ █▋▆▋▉ ▉▆▍▅▊▄ ▋▌ ▊ ▋▅█▇▉▉█ ▌▇█'█ ▇█▆ ▊▊▋█▆ ▋▌ ██▉▆▇▇▆▅▆▌▇▉ ▊▋▇▉ ▉▆▌▋ ▉▇▌▆▆▄▄▆▉ ▍▊▉▅▌▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed a bunch of holes in water tower LOD1 that provided peaking advantage
 
                
                
                
                
                
             
         
        
            
            
            
                
                LS - changed a pallet placement in factory side room
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower