158,276 Commits over 4,566 Days - 1.44cph!

19 Minutes Ago
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns - fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..) - it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it - now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance
31 Minutes Ago
merge from entityspawning_optims
35 Minutes Ago
Codegen
35 Minutes Ago
Show TCs on the map - only enabled when the TC limit convar is enabled - combines TCs with sleeping bags into clusters just like bags - can toggle TC visibility on the map with a new button just like toggling bags - TC map icons are slightly larger than sleeping bag icons
1 Hour Ago
Pooled industrial conveyors switch their hum off when retired
1 Hour Ago
merge from misc_alloc_cleanup
1 Hour Ago
Localize the "s" and "m"
1 Hour Ago
Merge from underwaterlabs_mission_fixes
1 Hour Ago
Merge from underwaterlabs_mission_fixes
1 Hour Ago
Enable ALT+F4 closing the game Make Get/SetNetworkAngles exist serverside for consistency * Also made these functions check for reasonable values Apply that getmetatable() LuaJIT fix someone wanted Handle context menu errors when "originator" panel is removed Fixed engine.LightStyle only updating static props once (Community Cont) Remove some map compile tool parameters * `-novconfig` - was non functional basically * `-vproject` - same as `-game`, irrelevant for GMod * `-x360`, `-nox360` - never existed * `-xbox` - Same as `-nodrawtriggers` + one other pointless option * Moved `-tmpout` from VVIS (doesn't exist) to VBSP (exists) * VBSP's `-virtualdispphysics` - never worked/doesn't exist * Document some undocumented VBSP params (Already documented on VDC, so nothing new) Added -noTJuncsDetail to VBSP from TF2 Apply T-Junction limit softcap (Community Contribution) * Apparently is now in TF2, prevents the compiler from just stopping Bump MAX_MAP_TEXINFO to the new TF2 limit (16k>32k) * The other changes are already in GMod Other map compile tool related changes * Remove redundant VRAD code + fix VRAD potentially adding new planes to the map * Increase limit of detail sprites added by VBSP to its new TF2 limit (2mil=>2bil) Make r_DrawBeams 2 affect sprite trails (to draw wireframe)
1 Hour Ago
merge from main
1 Hour Ago
Fix some pool leaks (global entity data, copy paste ui)
1 Hour Ago
merge from arabic_ellipsis_fix
1 Hour Ago
merge from genericpopup_rrp_fix
1 Hour Ago
Forgot a file
1 Hour Ago
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
1 Hour Ago
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1 Hour Ago
Fixed generic popup sorting issue with rrp enabled
1 Hour Ago
merge from genericpopup_rrp_fix
2 Hours Ago
merge from itemcrafttask_pooling
2 Hours Ago
Fixed flying horse bullshit
2 Hours Ago
merge from flyinghorse_fix
2 Hours Ago
Replace the protobuf code generator exe in the repo The external bat/sh files will use the included csproj to build and run the same protobuf code the editor uses You'll need .NET SDK 8 or newer installed for it to run
3 Hours Ago
Use SetText
3 Hours Ago
merge from vm_alloc_fix
3 Hours Ago
fix allocations in viewmodel renderer feature
3 Hours Ago
Fix wounded UI formatting every frame
3 Hours Ago
Merge from main
3 Hours Ago
Don't raise boombox mission event for team members if they are not on the same mission
4 Hours Ago
Disable instancing on horse hair
4 Hours Ago
merge from console_autocomplete_improvements
4 Hours Ago
merge from console_autocomplete_improvements
4 Hours Ago
merge from vclouds_always_on
4 Hours Ago
Fixed entity and item auto completion always showing SERVER realm
4 Hours Ago
merge from sentry_crash_timestamp -> main
4 Hours Ago
Missed Poolable.cs
4 Hours Ago
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
5 Hours Ago
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5 Hours Ago
BoomBox shouldn't raise a mission event unless the instigator player has an active mission Misc code cleanup
5 Hours Ago
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
5 Hours Ago
fix tattoos not saving between client-server properly
6 Hours Ago
Include crash timestamp when uploading to sentry - sentry parses from the minidump but this includes it in the JSON body too - crashes happen in past then are uploaded on next startup so we want to know the difference
6 Hours Ago
Conveyors are poolable We prewarm 10 copies
6 Hours Ago
Fix sleeping bag map markers and death screen buttons allocating every frame
6 Hours Ago
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
Today
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory You're going to load them as soon as you load the local zerg base anyway
Today
Make cpu affinity a warning instead of an error
Today
Fix a Sound alloc on every Init, Retire, StopAndRecycle, FadeOutAndRecycle Coming from RustLog passing definition.name as an argument, which would allocate even with logging disabled Added a missing space between the name and the id in the logs
Today
Wool Armor Insert setup, tech tree, crafting cost. WIP values: - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
Today
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused Editor profiling, 30 conveyors spawned 150m away: - 9ms -> 2.3ms total - ~470us -> ~220us per conveyor spawn - Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)