135,103 Commits over 4,293 Days - 1.31cph!

6 Minutes Ago
merge from SKS_worldlodsupdate (140946)
35 Minutes Ago
Debug drawing
53 Minutes Ago
wood box prefabs updated
55 Minutes Ago
wood box corpse
56 Minutes Ago
wood box lods and gibs
60 Minutes Ago
Merge from naval_update
1 Hour Ago
merge from main
1 Hour Ago
Added initial shadow presets
1 Hour Ago
Merge from naval_update
Today
Advanced on-screen profiling using FrameTimingManager (WIP)
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
Improve Update() performance by caching is_in_motion state for every entity.
Today
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
Today
add underwater fog blending for tropical shores in deep sea
Today
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Today
Merge from main
Today
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Today
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
Today
merge from main
Today
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Today
merge from main
Today
set up steam item for artist pack, linked to all items, set up sprays
Today
Picture frames - reverted light up frames to correct material
Today
scrapframe shutter mat tweaks, deleted unused textures
Today
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
Today
Merge from main
Today
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Today
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
Today
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Today
Remove the word Player from a bunch of PlayerBoat static functions
Today
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Post merge fixes
Today
Add finished check
Today
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Today
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)
Today
merge from fix_copy_paste_duplicate_entity -> main
Today
Attach cannon ball to hands when reloading cannons.
Today
Tests: OcclusionGroupTests - add TestVisibilityAfterMovingToFarRange (32) - added a couple TODOs Tests: ran new unit tests, all's gud
Today
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
Today
Tests: OcclusionGroupTests - add move to near range visibility test (32) Tests: ran new tests, all pass
Today
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
Today
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
Today
Picture Frame - updated scrap set icons
Today
Refactor from IsChildOfPlayerBoat to IsChildOfFinishedPlayerBoat (for now)
Today
Picture frames - texture update, deploy volumes fix
Today
scrapframe xxl gibs
remove_extra_scientist_weapons -> main
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
Today
Bugfix: OcclusionGroup - prevent unsubbing from own group Can happen when player is dead/in limbo Tests: ran unit tests, fixed TestUpdateSubs(newLogic, dead), but TestVisibilityAfterMovementAway(newLogic, dead, *) still fail, albeit for new reason