193,566 Commits over 4,079 Days - 1.98cph!

10 Years Ago
Merge from main
10 Years Ago
Rename RelationShipConsideration > IsRelatedConsideration Added ThreatConsideration (returns weight of target unit's species in the unit's predator listing)
10 Years Ago
Beacon & f1 grenades - Added hold state & anim while aiming so you dont look like a mannequin SMG - dryfire fix Salvaged sword - fixed snapping on hit reactions
10 Years Ago
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
10 Years Ago
Clear the pool after loading a save Added server.poolclear, client.poolclear Network write implements a generic stream Network entities via steam instead of creating bytes
10 Years Ago
Added server.pool, client.pool Fixed ragdoll spazzy Fixed player animation weirdness Added Facepunch.ByteConvert (convert bytes <-->vars without allocations) Protobuffers MemoryStream allocations are pooled Protobuffers use Facepunch.ByteConvert instead of allocating BinaryWriters Protobuffer Key class switched to a struct
10 Years Ago
Missed meta!
10 Years Ago
Adjustments to line-up scene. Added char10 assets.
10 Years Ago
Missing explosives boxes.
10 Years Ago
Char10 assets.
10 Years Ago
Extended the bush billboard range so that they don't disappear so soon at the lowest settings. Savas: Can no longer build right on top of the construction hut. C4 hut has faster respawn.
10 Years Ago
Camera v3: sketched more basic functionalities
10 Years Ago
Removing TestFixedArray lines in Unit+Senses
10 Years Ago
Rocket Launcher - fixed snapping when going to ironsight, added dryfire sounds Hammer - smoothed out anim speeds Bow - Made viewable again, fixed popping on drawn idle loop, improved transition when cancelling arrows
10 Years Ago
Remove now tests for duplicate entries. FixedArray now implement it's own Contains function that's limited by Count...
10 Years Ago
Entity destruction tweaks
10 Years Ago
Fixes
10 Years Ago
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
10 Years Ago
More fixes
10 Years Ago
Added debug print to OnSmartObjectRemovedSenses.
10 Years Ago
More complex testing of Fixed Array.
10 Years Ago
Fixes
10 Years Ago
Added a Test scene for FixedArrays.
10 Years Ago
Some touchups to FixedArray
10 Years Ago
Fixes
10 Years Ago
status console command should never crash
10 Years Ago
First OOM exception also has the OOM tag set
10 Years Ago
Pooling Fixes/Tweaks
10 Years Ago
Dump contains number of batched colliders Added batching.status console command
10 Years Ago
Reduced the cost, increased the health of roof blocks
10 Years Ago
Save loading fuckup
10 Years Ago
Network++ Deserialize protobuffers using streams (gc--)
10 Years Ago
10 Years Ago
humans
10 Years Ago
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
10 Years Ago
Impact path decal/FX.
10 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
10 Years Ago
New grass impact FX.
10 Years Ago
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
10 Years Ago
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
10 Years Ago
Grass impact decal
10 Years Ago
Removed the warning for when an element in the array is null.
10 Years Ago
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method Unit+Senses removal code tweaks
10 Years Ago
No using System.Collections.Concurrent
10 Years Ago
Run GC before the loading screen disappears (join, respawn)
bot
10 Years Ago
Linux Build 809
bot
10 Years Ago
LinuxDS Build 786
bot
10 Years Ago
OSX Build 947
bot
10 Years Ago
Windows Build 669
10 Years Ago
Forest impact decal/FX