223,983 Commits over 3,684 Days - 2.53cph!
Improved Turret behavior by using an animation graph
Set vertex/index buffer data directly after creating buffer if data exists
Started working on experimental support for buildings to have weapons and added a Turret stub
Revert "Update Vector usages"
This reverts commit cb15545810a9c9a37916e6d6cee2a52b0acb2b62.
Revert "Make Vector2, Vector3, and Vector4 readonly structs"
This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
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).
Fixed standalone build error !ecs !redux_all
Temporarily workers will just spin around when constructing stuff for a laugh
Make Vector2, Vector3, and Vector4 readonly structs
This will probably break some things
Will be switching more soon
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Updated some colors for the tooltip to be more visibile
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
Submodule init and update
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
8 different gradient patterns for discofloor
Add ModelBuilder.WithLodDistance
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)
ModelBuilder.AddMesh can optionally set a lod level
Texture optimizations
Bunch of tiny tweaks on floor, ball and laser
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Fixed case where legacy workshop levels wouldn't compile on first run
Fixed exception in loading screen when leaving workshop level
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
Improved Nav + Moved resources
Improved Nav mesh
Moved resources around
Create new meshes through mesh ctor instead of a lame static mesh create func
Missed clean up of old file
Missed clean up of old file
Fixed building collision
Fixed building collision
Updated Buildings
Created 2 new buildings which are more compact based on the silo and pub.
added crawl to wounded player anim
updated blendtree and wounded player anims
Ball tweaks.
Floor lighting setup remade. Cheaper, less leaky.
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.
Parameters for refactored soundlight
Added more debug info to "Invalid HitboxSet on something" warning
Added spawnflags and parent fields to FGD autogen
Playing around with an Orthographic camera
Merge branch 'master' of sbox-rts
Remove BuildCamera near/far tests
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
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.
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
Fix text wrapping being a pixel off now we're snapping
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