135,105 Commits over 4,293 Days - 1.31cph!
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection)
Tests: ran unit tests, this fails 11/226 cases, all on new logic side
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32)
All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests
Tests: ran unit tests
merge from SKS_worldlodsupdate (140946)
Added initial shadow presets
Advanced on-screen profiling using FrameTimingManager (WIP)
Improve Update() performance by caching is_in_motion state for every entity.
Improve Update() performance by caching is_in_motion state for every entity.
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
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