144,658 Commits over 4,413 Days - 1.37cph!
- PoolGameController (all game logic: turns, win conditions etc)
- Cleanup overal
- Shooting logic (not connected yet)
- Wire into PoolTable
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Merge from missionobjective_findentities_optim
Fix MissionObjective_KillEntity missing set initialized flag
Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled
Fix WorldPositionGenerator potentially throwing a NRE in editor
Fix HLMV/HLFaceposer crashing due to modern control styles
* Apparently windows API bug where GetClassInfoExA returns garbage?
Minor cleanup
Fixed StudioMDL crashing
More compile warning fixes
Fix HLMV/HLFaceposer crashing due to modern control styles
* Apparently windows API bug where GetClassInfoExA returns garbage?
Minor cleanup
Fixed StudioMDL crashing
More compile warning fixes
Merge DetailObjectSystem fixes from TF2 SDK for 64bit
Remove turn animations from AK, seems to break stuff even tho they aren't used
updated the building topology and added a collider for tree guards
Clean(tests): same for UpdateNetGroup
Tests: ran unit tests
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Clean(tests): same for MovePlayer
Tests: ran unit tests
Push up temp animations and angles for turn in place, maybe they can be used as reference
Add secondary motion/foot scatter, re-format fields
Clean(tests): UpdateSubs injectLastVis default to true now
Tests: ran unit tests
Ceiling lights just use the HasPower flag instead of On
Bugfix(tests): sae for TestNew_KillSleeperAndReconnect
Tests: ran all ServerOcclusionGroupTests - they pass
Bugfix(tests): same fix for TestNew_KillSleeperAndReconnect
Tests: ran TestNew_KillSleeperAndReconnect
Train tunnel light fixture material fixes.
Bugfix(tests): properly setup player's last visibility state in TestNew_Reconnect
Tests: ran unit test - it passes
merge from reset_groups_command
Turn in place IK subsystem, turns the player's lower body towards where they're facing rather than just sliding the feet - still kinda robotic.
Bugfix: NetworkVisibilityGrid.IsVisibleFrom no longer reports visibility between hardcoded groups
Failed unit tests by making Limbo group visible from main grid cell
Tests: ran TestNew_MoveOther, no longer fails
merge from mortar_prototype
moved SendBufferedFlagChanges outside of circuit loop
Improve mortar uneven ground placement error
Updating fpbconfig json with details for azure artifact signing
More io entities using the new flag update
Auto turret is not sending full network update when turned on or off
using HasSubscribers method instead of manual check
- Spawn player mountable when interacting with the table
- Spawn pool cue viewmodel
- Setup basic game detection (cue ball, eight ball etc)
Bugfix(tests): fix incorrect setup of TestNew_KillSleeper
We weren't injecting lastSeen records for other subscribers, which tripped up assertions
Tests: ran unit test
adding art for tree_guard_fences, prefabs
some splat repaint to fit the ground below trees
Added a basic GamePhysics.Trace depth culling test for non-instanced texts
https://files.facepunch.com/raul/1b1411b1/14_13-33-LooseImperialeagle.mp4
skip sending batched packets to groups with no subscribers
SimpleLight sends on/off flags through batched system
added BatchedEntityFlags packet type
- allows IOCircuitSystem to buffer entity flag changes from IOEntities and send batched packets instead of per-entity packets
- test setup with 2000 lights goes from 26ms to <2ms on the server
Split the circuit dirty flag into two: Dirty and NeedsRebuild
so setting a circuit dirty doesnt trigger a rebuild every time
Added rebuild timings
Add spawn.reset_groups - just clears then fills all spawn groups, useful for spawn point testing
FakePlayer improvements + Test fixes
Moved the tick to every frame
Added timings command to debug circuit perf