223,983 Commits over 3,684 Days - 2.53cph!

3 Years Ago
Improved Turret behavior by using an animation graph
3 Years Ago
Set vertex/index buffer data directly after creating buffer if data exists
3 Years Ago
Use modelbuilder
3 Years Ago
Started working on experimental support for buildings to have weapons and added a Turret stub
3 Years Ago
Revert "Update Vector usages" This reverts commit cb15545810a9c9a37916e6d6cee2a52b0acb2b62.
3 Years Ago
Revert "Make Vector2, Vector3, and Vector4 readonly structs" This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
3 Years 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).
3 Years Ago
Fixed standalone build error !ecs !redux_all
3 Years Ago
Update vector usages
3 Years Ago
Temporarily workers will just spin around when constructing stuff for a laugh
3 Years Ago
Update Vector usages
3 Years Ago
Make Vector2, Vector3, and Vector4 readonly structs This will probably break some things Will be switching more soon
3 Years Ago
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3 Years Ago
Updated some colors for the tooltip to be more visibile
3 Years Ago
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
3 Years Ago
Submodule init and update
3 Years Ago
Update ci.yml
3 Years Ago
Create test.txt
3 Years Ago
submodule test
3 Years Ago
Game Screen tweaks
3 Years Ago
Initial commit
3 Years Ago
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
3 Years Ago
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
3 Years Ago
8 different gradient patterns for discofloor
3 Years Ago
Add ModelBuilder.WithLodDistance
3 Years Ago
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)
3 Years Ago
ModelBuilder.AddMesh can optionally set a lod level
3 Years Ago
Texture optimizations Bunch of tiny tweaks on floor, ball and laser
3 Years Ago
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3 Years Ago
Fixed case where legacy workshop levels wouldn't compile on first run Fixed exception in loading screen when leaving workshop level
3 Years Ago
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
3 Years Ago
Improved Nav + Moved resources Improved Nav mesh Moved resources around
3 Years Ago
Laser iteration WIP
3 Years Ago
Create new meshes through mesh ctor instead of a lame static mesh create func
3 Years Ago
Missed clean up of old file Missed clean up of old file
3 Years Ago
Fixed building collision Fixed building collision
3 Years Ago
Updated Buildings Created 2 new buildings which are more compact based on the silo and pub.
3 Years Ago
added crawl to wounded player anim
3 Years Ago
updated blendtree and wounded player anims
3 Years Ago
Ball tweaks. Floor lighting setup remade. Cheaper, less leaky.
3 Years Ago
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.
3 Years Ago
Parameters for refactored soundlight
3 Years Ago
Added more debug info to "Invalid HitboxSet on something" warning
3 Years Ago
Added spawnflags and parent fields to FGD autogen
3 Years Ago
Playing around with an Orthographic camera Merge branch 'master' of sbox-rts Remove BuildCamera near/far tests
3 Years Ago
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
Fix text wrapping being a pixel off now we're snapping
3 Years Ago
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