134,480 Commits over 4,293 Days - 1.31cph!

29 Minutes Ago
merge from indirect_instancing
31 Minutes Ago
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
2 Hours Ago
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3 Hours Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
3 Hours Ago
Merge from parent
3 Hours Ago
Apply minimum height to military tunnels S2P
3 Hours Ago
Add support for optional minimum height for sphere puzzle resets
4 Hours Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
autoturret_improvements -> main (passed unit tests)
Today
Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
Today
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Today
Easels drop paintings (data saved) when destroyed
Today
merge from slots_optimize
Today
S2P Outpost
Today
merge from naval_update/deep_sea
Today
merge from naval_update
Today
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
Today
merge from fix_nms_loot_reset -> main
Today
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
Today
merge from main
Today
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
Today
Fixed exit portal map marker showing when looking at the main land from the deep sea
Today
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
Today
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
Today
Deep sea portal climate doesn't kick in if the deep sea is closed
Today
Update idle event on krieg shotgun
Today
Fix navMeshModifierVolume being accessed after being destroyed
Today
Medical syringe animation updates on inject friend wounded
Today
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
Today
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
Today
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1
Today
Update: set TriggerParent.TickMode to 1 by default - codegen Tests: booted up craggy in editor, checked that it's set to 1 and called at boot
Today
s2p on monuments containing nav obstacles
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
Today
Merge: from main Tests: compiles
Today
Undo subtract in CS 140351
Today
Merge: from main Tests: compiles
Today
Subtract CS 140319 (fix_foundation_clipping_rocks)
Today
merge from main -> fix_foundation_clipping_rocks
Today
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
Today
Replaces nav obstacle component on crates, electrical boxes, containers...
Today
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
Today
edited flashlight update vm anims
Today
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis - took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to) - Player Boats now set interest in XZ when alive, XYZ when sinking - Buildfix for SERVER only code (whoops) This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0 Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
Today
merge from main
Today
Bunch of GC fixes for the boat building UI now it's not just for debugging...
Today
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
Today
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved - added unit test for it Needed for upcoming parent trigger optim Tests: ran unit test