135,083 Commits over 4,293 Days - 1.31cph!

9 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
9 Days Ago
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
10 Days Ago
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
10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
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10 Days Ago
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
10 Days Ago
gesture animation updates and blowpipe adjustments
10 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
10 Days Ago
Some code cleanup
10 Days Ago
merge from naval_update
10 Days Ago
meta deleted
10 Days Ago
merge from main
10 Days Ago
Merge from main
10 Days Ago
Added inflated normal bias based on normal recontruction from depth
10 Days Ago
Merge from main
10 Days Ago
Merge from main
10 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
10 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
10 Days Ago
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10 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
10 Days Ago
merge from fix_foundation_clipping_rocks -> main
10 Days Ago
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
10 Days Ago
merge from clearinventory_clothingchanged_fix
10 Days Ago
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10 Days Ago
Emission texture & mat for the deep sea buoy.
10 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
10 Days Ago
Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback
10 Days Ago
merge from custom_icon_pooling_fix
10 Days Ago
Fixed a pooling bug with custom item icons
10 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
10 Days Ago
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10 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
10 Days Ago
Fixed slightly floating crate on docks
10 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
10 Days Ago
merge from main -> fix_foundation_clipping_rocks
10 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
10 Days Ago
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10 Days Ago
travelling_vendor_spawn_prechecks -> main
10 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
10 Days Ago
Hooked up missing canvas materials
10 Days Ago
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10 Days Ago
codegen
10 Days Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
10 Days Ago
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
10 Days Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
10 Days Ago
merge from main
10 Days Ago
sign_painting_ui_escape -> main
10 Days Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
10 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)