133,837 Commits over 4,262 Days - 1.31cph!
Removed the deep sea top collider, so supply drop cant get stuck
set up paintball gun 3p and w model anims
Also show the current health in boat building UI to make it more obvious if you need to repair
Paintball Gun - viewmodel texture update
network_profiler_improvements -> main
Display in/out simple bytes in MB
Reduce SailPositionInfluence
merge from naval_update/deep_sea
LOD0 of scrap component box
merge from naval_update/deep_sea/islandspawning_fixes
Enable Indirect Instancing by default
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups
Takes 800 filter checks from 1.4ms to 0.12ms
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Disable pipe shadows at 25% of the cull distance
Cuts out a lot of shadow casters on big industrial bases
Big scary industrial conveyor refactor
Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container)
Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers
Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot)
Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
network_profiler_improvements -> main
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities)
- Added entity search bars
- Can filter via entity in detailed view
Fix world model outlines not displaying when using skip domain reload.
Still heavily wip, run the watermap jobs from burst.
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
Use Vector:GetNormalized instead of GetNormal
Fix wood_wire_angle* props spawning glass debris
Fix PHX glass props spawning gibs in 1 spot
Fix dissolve effect on entities without hitboxes
First Iteration of easel painting with passthrough camera.
- Added option for easels to toggle viewing scenery as the painting background
- Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
Merge from space_station_weapon_skin
Update: hook up PersistentObjectQueue as well
- consolidate work scheduling to AddTo-/RemoveFromActiveTriggers
- fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already)
Just the most complicated version left - custom queue with jobs
Tests: jumped on and off from moving boat
Merge from lr300_mag_drop
- Some dynamic sizing so the profiler plays better on smaller screen sizes
- Add large overall scroll view, so we can scroll around the main view if its too small
added new sounds for the salvaged axe
merge from cargo_ladder_fix
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Updating paintball gun qorld model rig with new mesh
merge from entity_label_fixes 🏷️
Updating paintball gin hierarchy
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Run entity label clean tool
Run manifest
Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed
Fix bug causing incorrect labels for some entities
Adding crude gesture v4 anim fbxs
Fixed decals not rendering in Hammer
Limit physics rescaling to prop_physics and sent_anim
Re-add model scale to prop_dynamic in Hammer
It works visually.
Fixed Lua error with "" for rope material
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add `cable_dx8` to rope shader whitelist
* Whyyyy is it DX8
Combine Mine relationship adjustments
* Doesn't attack Combine Gunship, Manhacks, Stalkers
* Always attacks barnacles
* Respects IgnorePlayer and DisableAI settings
Fixed client D.O.G. ragdolls leaving behind ropes on removal
Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
Prevent NPC animation events firing pistol weapons
* Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use.
Fix Alyx firing 357 spawning reload shells
Fixed nextbots in Source saves crashing on load
Fix map load crashes with that one map I was sent
Set min_use_angle to 0.8 in the FGD
* 0.8 is the old default value, before the feature was added
Fixed prop gibs stopping spawning after the 300th in multiplayer
Apply the same fix for func_proprrespawnzone
* Of it not being tracked properly like clientside physics props
PR: Prevent recreating `GhostEntity` every tick with some tools
Pull Request: Fixed wrong motor torque axis
* Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
Fix Lua errors in Sandbox derived gamemodes without spawnmenu
Fix main menu Lua errors when start that one map
Reimplement kickid from scratch
The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with)
As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument)
Patch some models
cs_fix.mdl - Fixed it not loading
zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models
Rework internals of Player.Kick and game.KickID
* They are now consistent with each other. Replace " with ', trim the command to 511 chars, apply newline at the end.
Fix an issue with CBasePlayer::Kick
Fix new Lua error with spawnmenu again
* Why was it "HangOpen" and not "SetHangOpen" for spawnmenu..
Probably fixed floating addons on Linux
Ensure we don't load saverestore files from mountable games
Fixed a regression with Entity:CreateParticleEffect when using tables
setting up paintball gun 3p animations
Update: hooked up the crude queue, added server var
- partial codegen (Grid<T> borkage)
- Fixed a couple bugs with invalid tracking on TriggerParents in StableObjectCache
Can move on to other queue impls
Tests: craggy, toggled default and batched mode
Fixed spawn command not calling UpdateNetworkGroup after detaching its children