258,469 Commits over 4,018 Days - 2.68cph!

5 Days Ago
Merge from jungle_update
5 Days Ago
Wrap around index when accessing avatar array
5 Days Ago
Merge from Snakes
5 Days Ago
Todo
5 Days Ago
Clean: last ReadOnly added Tests: unit tests
5 Days Ago
Give bots random clothing Random but deterministic
5 Days Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
5 Days Ago
Codegen
5 Days Ago
manifest
5 Days Ago
Clean: moar ReadOnly Tests: ran unit tests
5 Days Ago
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
5 Days Ago
Merge from snakes/mfju (merging from jungle update fix branch)
5 Days Ago
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)
5 Days Ago
Merge from jungle_update
5 Days Ago
Fix a missed line when manually merging Modifier.cs
5 Days Ago
Clean: a lil more ReadOnly Tests: unit tests
5 Days Ago
Clean: more ReadOnly usage Tests: ran unit tests
5 Days Ago
Forget it Menu bar style tweaks https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_tdHsQSldVw.png
5 Days Ago
water desal tanks update LOD0 and texture pass.
5 Days Ago
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)
5 Days Ago
Null check benchmark system
5 Days Ago
Merge from jungle_update
5 Days Ago
Forgot to sample every update Don't wait for round results when in benchmark mode
5 Days Ago
Clean up, make prettier
5 Days Ago
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
5 Days Ago
Turn this into a popup instead of just a menu https://files.facepunch.com/alexguthrie/1b1311b1/explorer_rsmj8rxLw5.png
5 Days Ago
Don't attempt to load map after benchmark
5 Days Ago
Some stop distance thresholding
5 Days Ago
Simplify input pump Tweaking some config vars, see how if they move the needle
5 Days Ago
add file prefix and ray setback settings, ui cleanup
5 Days Ago
Got the boomerang doing a little curve a few seconds after throwing
5 Days Ago
art updates
5 Days Ago
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
5 Days Ago
Wait() isn't whitelisted
5 Days Ago
merge from main
5 Days Ago
▊▉▅▊▆▍
5 Days Ago
Add benchmark mode, runs a simulated bot match
5 Days Ago
Added more working weapons to v4 loadout + ammo
5 Days Ago
updated slight model offset in rock entity
5 Days Ago
Refactor Bot weapon selection
5 Days Ago
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.
5 Days Ago
merge from main
5 Days Ago
Kill the boomerang properly on hit
5 Days Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
5 Days Ago
Hook up AttackStart/End weapon events for continuous attacks, attack_hold anim param We can just sync beamTarget
5 Days Ago
Boomerang rotation now based on its speed
5 Days Ago
fix indices > 16 bits, allow null materials (omits submesh)
5 Days Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
5 Days Ago
Get proper hit material from ray
5 Days Ago
anim fixes for lr300