154,220 Commits over 2,649 Days - 2.43cph!

28 Minutes Ago
Revert "Update Vector usages" This reverts commit cb15545810a9c9a37916e6d6cee2a52b0acb2b62.
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29 Minutes Ago
Revert "Make Vector2, Vector3, and Vector4 readonly structs" This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
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1 Hour Ago
TTT: fix table.Shuffle Did not shuffle the first couple elements of the list as much as it should (note that this is not used for traitor selection or anything critical).
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1 Hour Ago
Fixed standalone build error !ecs !redux_all
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3 Hours Ago
Update vector usages
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3 Hours Ago
Temporarily workers will just spin around when constructing stuff for a laugh
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3 Hours Ago
Update Vector usages
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3 Hours Ago
Make Vector2, Vector3, and Vector4 readonly structs This will probably break some things Will be switching more soon
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3 Hours Ago
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4 Hours Ago
Updated some colors for the tooltip to be more visibile
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4 Hours Ago
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
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5 Hours Ago
Submodule init and update
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5 Hours Ago
Update ci.yml
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5 Hours Ago
Create test.txt
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6 Hours Ago
submodule test
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6 Hours Ago
Game Screen tweaks
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6 Hours Ago
Initial commit
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Today
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
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Today
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
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Today
8 different gradient patterns for discofloor
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Today
Add ModelBuilder.WithLodDistance
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Today
Added support for 8 different selectable gradients for the disco floor (names in settings UI are temporary and will need to be changed once gradients are designed)
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Today
ModelBuilder.AddMesh can optionally set a lod level
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Today
Texture optimizations Bunch of tiny tweaks on floor, ball and laser
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Today
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Today
Fixed case where legacy workshop levels wouldn't compile on first run Fixed exception in loading screen when leaving workshop level
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Today
Fixed CantBeIgnored in ECS bullets Got rid of some per-frame allocations Refactor EcsBulletsInRadiusEnumerable to use ArchetypeChunks Working on a more efficient way to read components from enumerated ents Much more efficient component reading / writing in entity enumeration
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Today
Improved Nav + Moved resources Improved Nav mesh Moved resources around
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Today
Laser iteration WIP
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Today
Create new meshes through mesh ctor instead of a lame static mesh create func
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Today
Missed clean up of old file Missed clean up of old file
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Today
Fixed building collision Fixed building collision
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Today
Updated Buildings Created 2 new buildings which are more compact based on the silo and pub.
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Today
added crawl to wounded player anim
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Today
updated blendtree and wounded player anims
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Today
Ball tweaks. Floor lighting setup remade. Cheaper, less leaky.
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Today
TTT: fix propspec_allow_named setting not taking effect The propspec_allow_named flag on the ttt_map_settings entity was being overwritten. The default for all maps is still to disable it as maps will expect this at this point, and non-TTT maps that could allow named entity propspec possession are rarely played in practice.
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Today
Parameters for refactored soundlight
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Today
Added more debug info to "Invalid HitboxSet on something" warning
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Today
Added spawnflags and parent fields to FGD autogen
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Yesterday
Playing around with an Orthographic camera Merge branch 'master' of sbox-rts Remove BuildCamera near/far tests
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Yesterday
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
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Yesterday
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
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Yesterday
Updated Countryside map Cleaned up Nav mesh (still needs some work) Basic art on another building Better shadows Made terrain flat Moved some resources around Reduced the amount of trees in some areas Cleaned up mesh work
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Yesterday
Fix text wrapping being a pixel off now we're snapping
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Yesterday
Don't show error's stack trace on devnotice Party placeholder IconPanel has the iconpanel class always applied Allow creating buttons with null text Create Party.cs Local.SteamId works in the menu Callbacks for lobby invites ClosePopups event Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel Text doesn't have to be point filtered now
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Yesterday
Reduced "fast" speed of Stag
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Yesterday
fix for GetBestMovePointNear fallback nearest dist calc
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Yesterday
Add .lnk to .gitignore
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Yesterday
merge from main
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