124,932 Commits over 4,171 Days - 1.25cph!
merge from catapult_ammo_ui_fix
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merge from mini_crossbow_postnetworkupdate_nre
merge from fleck_memory_fixes
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Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Fix demo button appearing if player has no demo folder
Less horizontal frustum shift on the torch holder fire vertical billboard.
Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
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Mark the fields as non-serialized instead, should break less stuff
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
- Properly clamp mapped entry
- Couple more safety checks
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Added Player:ExitLadder
Remove unintended/possibly breaking changes
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Codegen/manifest to get bet branch working again
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Clean: fixing profiling scope name
Tests: none, trivial change
Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
Update: FinalzieTickParallel now uses batched WaterFactors query
- had to add more fork-join-style code to deal with batching
This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks.
Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Prevent tigers from being too easily stunlocked by fast firing weapons
Bugfix: use the right allocator for a waterlevels batch
- This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests
Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
properly force resetting player entity rotation and view angles for remote players when dismounting
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Beehive now stings you if you take honeycomb
exported tiger vm kill and run hit additive anims
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
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Update RapidJSON to the latest version
Improve JSON function compliance with the JSON spec
util.TableToJSON - math.huge keys now become "Infinity" instead of "inf"
util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument
Minor optimization for util.TableToJSON
make lua_run entity keyvalues case insensitive
Call Entity:SetCreator on all Sandbox spawned entities
Allow comments and trailing commas in JSON parsing
Fixed Lua error when gmod_cameraprop and entity driving
Added util.RemoveDecalsAt
Added 4th argument to util.RemoveDecalAt - remove permanent decals
Hammer: Fixed empty buttons appearing in Entity Properties
When no entity has ever been selected in the session, and Alt+Enter are pressed
Also some minor visual adjustments
Improve handling of Spawnmenu category localizations
Preserve alphabetical sorting
Updated localization files
Added 2nd argument to CompileFile - showError
Minor code cleanups