258,469 Commits over 4,018 Days - 2.68cph!
Wrap around index when accessing avatar array
Clean: last ReadOnly added
Tests: unit tests
Give bots random clothing
Random but deterministic
Clean: the ReadOnly crusade is almost over
Tests: unit tests
Clean: moar ReadOnly
Tests: ran unit tests
Added Market Item and Skill
Added Market Tile and began Modal
Fix networking issue with CookingStation.LastOwner
Cleaned up all Modal popups and fixed some styling
Make ItemToolTip more generic and implement in the Market and Item Hotbar. Market now rotates every hour with limited stock for each item
Merge from snakes/mfju (merging from jungle update fix branch)
Fix lua_topointer
Minor cleanups
color_correction works with fog_volume
Brings over Master/Simulate clientside spawnflags
Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working
Fixed GM:NeedsDepthPass causing NPCs to not render
Also fixed it rendering ropes twice.
Apparently the engine removes m_pRenderable from NPC entities for some reason?
Remove DOFModeHack from pp_bokeh
Rollermine becomes TWOPASS when open instead of translucent
This makes it render better with SSAO pass (such as bokeh DOF)
Fix a missed line when manually merging Modifier.cs
Clean: a lil more ReadOnly
Tests: unit tests
Clean: more ReadOnly usage
Tests: ran unit tests
Forget it
Menu bar style tweaks
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_tdHsQSldVw.png
water desal tanks update LOD0 and texture pass.
Make it so titlebar handles mouse events, title label is transparent to mouse events
Change maximize icon on maximize
Disable maximizing on windows that can't do it (dialogs)
Null check benchmark system
Forgot to sample every update
Don't wait for round results when in benchmark mode
Optim: GetWaterFactors is converted to indirect style throughout
- Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added)
This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup.
Tests: ran unit tests and played back staging demo twice
Turn this into a popup instead of just a menu
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_rsmj8rxLw5.png
Don't attempt to load map after benchmark
Some stop distance thresholding
Simplify input pump
Tweaking some config vars, see how if they move the needle
add file prefix and ray setback settings, ui cleanup
Got the boomerang doing a little curve a few seconds after throwing
Initial auxiliary buttons, just used for layout at the moment
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_xSDxuoqmSL.png
Un-fuck this
Instead of doing dumb layout stuff as an auxiliary button, add a profile section
Links to docs, api, etc
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_kTdj5z2eoE.mp4
Add benchmark mode, runs a simulated bot match
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
Refactor Bot weapon selection
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
Kill the boomerang properly on hit
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
Hook up AttackStart/End weapon events for continuous attacks, attack_hold anim param
We can just sync beamTarget
Boomerang rotation now based on its speed
fix indices > 16 bits, allow null materials (omits submesh)
Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
Get proper hit material from ray