193,676 Commits over 4,079 Days - 1.98cph!
Added more test floor wallpapers
Added TOD based density attenuation
Optimisation on jungle concrete walkways (LOD3 bake pending)
merge from phraseupdate_improvements
Include Microsoft.CodeAnalysis
Initial Source Generator setup
Do not try to build this yet
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren
With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms)
Tests: used old code inline to validate outputs of new code
Can now cancel the phrase update process
Improved the loading bar info, giving more context
Cleanup
Server browser, sidebar and start of table
Throw a non halting Lua error when hitting Lua file limit
So it appears in the problems menu, so the player can know that there is a problem and what it is.
Trying to understand why this code causes issues on Linux only
This likely fixes the Linux mapload crash (and possibly others)
Undo extra debug stuff
Minor cleanup
Prevent crashes with steamworks lib when called too early on SRCDS
it really needs to be queued until its ready, this at least won't crash now.
Do not run friendsID check for HLTV clients
Fix console spam about sprite orientation when the material is missing
Fixed crash to do with env_projected_texture's texture
Merged Pull Requests
* Remove default return in WorldPickerMouseDisable
* Fix lua error with creator tool and missing NPCs
Block .vdf and specific .cfg files from file library
Minor cleanups
Add one more Lua backdoor URL
FIxed compile warnings with LuaJIT
Bump mem_max_heapsize to 512, and block it & datacachesize from Lua
"Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes
Undo internal texture changes from CS:GO that affect monitor materials
merge from selectionhistory_improvements
Can drag and drop entries
fix reversed noise channel order
Minor cleanups
Disable setting cl_timeout to 45 on load that never worked before
Add one more Lua backdoor URL
Fix double clicks not invoking VGUIMousePressAllowed
Minor whitespace cleanup
Fix compile error
Minor cleanups of empty/unused files
Minor cleanups/warning fixes
FIxed compile warnings with LuaJIT
"Mounting %i workshop addons" reports mounted count, not total count
Bump mem_max_heapsize to 512, and block it & datacachesize from Lua
"Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes
Undo internal texture changes from CS:GO that affect monitor materials
Remove voice_modenable in favor of voice_enable
Both of them existing only causes confusion for players.
Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1
Player:VoiceVolume works for local player without loopback
This only works when using Steam voice, and only when not recording voice to file. (The default state)
Minor cleanups
Right clicking an entry only pings it and doesn’t select it
Give queue back to the pool if its empty (after sending)
merge from selectionhistory_improvements
Selection history window:
- Added a setting to the to enable/disable duplicate entries
- Added a search bar
- Some optims
Fixed bitmask read using too small a bit count
Remove client -> server syncvars
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Optim: PrefabPreProcess - replace GetComponent with TryGetComponent
Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower).
Tests: ran procgen with early out
Update: Merge prefab loading and preprocessing to run concurrently
Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame
Tests: ran procgen with early out
Update: move prefab processing to WorldSetup
Tests: ran procgen with early out
Update: Prefab<T> gains a convenience (Prefab, T) constructor
Tests: compiles
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
Re applied main changes on wicker and bamboo barrel corpses
CanSeeWallpaperSocket is now using alternative LOS checks
Fixes some issues when trying to pickup and reskin wallpapers
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
Move Steam item icons from my personal server to files.facepunch.com
█▋ ▋█▋: `▍█▍▍█▆▄.▅▉▊▊▄_▇▍▄▍▄▄▅` ▍▄▌▍▉▇▆, ▅▋▌▅█▊ ▇▊▍█▇▆▋ ▌▋▌▇▆▆▍ ▉▍ ▋▇▇▊▊▉▊.▅██▊▆, ▅▇▆▇▆ ▄▋▋▍▊▊▌▆ ▆▅▅█▋ ▇▇▊▆▍█▌▋. ▄▋▍▌▍▌ ▉█▋ ▇▉▄▄▅▅▌ ▍▄▋██▇ ▇█▊▋▅▆▊▌▇.
merge from networkcache_ownerid_fix
By default, entities won't use the network cache when networking their owner info
- Fixes drone owners not being able to set their ID
- Fixes signs being inaccessible to their owner when locked
Minor cleanups of empty/unused files
Minor cleanups/warning fixes
FIxed compile warnings with LuaJIT
"Mounting %i workshop addons" reports mounted count, not total count
Bump mem_max_heapsize to 512, and block it & datacachesize from Lua
"Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes
Undo internal texture changes from CS:GO that affect monitor materials
Remove voice_modenable in favor of voice_enable
Both of them existing only causes confusion for players.
Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1
Player:VoiceVolume works for local player without loopback
This only works when using Steam voice, and only when not recording voice to file. (The default state)
Update: Merging asset loading flows together
- still editor only + debug code to early out
- still slow (there's a number of issues left to resolve)
Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate
Tests: procgen in editor
- randomize weather noise offsets for variety
- respect render scale/dlss scaling
- sun and ambient improvements
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)