247,385 Commits over 3,928 Days - 2.62cph!
Removed unused dividePoly function see a4e1e2b
Call WriteProgramToBuffer from c#
Fix old compile routine crashing
ByteStream WriteArray optional count
Fix shader compile
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh polys.
This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK)
x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
Fix bug leading to stack smashing
Fixes recastnavigation/recastnavigation#687
To address this, I basically reverted recastnavigation/recastnavigation@e063ba6
& recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
Delete infectedwoundrenderdata
Delete public/assetrename
Fix default for params arg
Remove some unused code from src/common
Fix some ContinueWith cases
Fix wolves not fleeing when damaged when their target is inside a safe zone
Move VCS writing code to CVfx
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Different main menu music
Dead cubemap rendering code
Added some music, add ArenaManager.Instance
Remove dead code
Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
Expose navlink ConnectionRadius
Fix invis NRE when invis player is killed
More CPR on the ancient christmas lights and their weirdo shader.
Test save for Dayaan.
fire stack perk
tweak frozen shard perk
balancing
more balancing
diff 5
balance tweaks
fear sfx fix
more balance tweaks
Leaderboard backup, run #
15941
Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed
Position editor tool only smooth moves rigidbodies that have motion enabled
Fix collision events returning incorrect per triangle surfaces
Fixed car radio not saving it's current radio station through a server restart or when reocnnecting to a server
WIP support for adjusting r_prop bone on the hands layer shield blocking state, values need to be cached per affected weapon via the new ShieldHeldEntityOffset component
Remove unused r_tiled_rendering_depth_cull
Unused VR rendering layers (probably)
AbsolutePath is required only for registering the asset
Added Multiedit to RangedFloat (so you can edit all your sounds at once)
AudioDistanceFloatProperties now support Multiedit
ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components
GradientEditorWidget now supports Multiedit
CurveControlWidget now supports Multiedit
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Added support for layers and per-instance colors to the indirect instanced renderer
- added test holdtype folders (1h/2h melee, bow, lr300)
- added v4 rustplayer mask
- setup hatchet 3p anims (updated melee overide controller)
- updated hatchet.entity (removed offsets and set to attach to r_prop)
- setup 2h 3p anims (updated sword overide controller)
- updated longsword.entity (removed offsets and set to attach to r_prop)
- updated lr300.entity (removed offsets and set to attach to r_prop)
- added v4 player update loadout
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default)
When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
Increase cloud atmospheric haze with TOD_Fogginess
Remove confusing, unused arguments
Implement `-StaticPropSampleScale` & `-StaticPropBounce`
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Added `-softenCosine` for VRAD
Fix static prop bounce not working due to uninitialized scale
Fix branch specific compile errors
Better SocketMod_InWater gizmos
Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
Re-implement while node, expression reduction
Texture Update for Ballista
Added bounds handles for deploy volumes as well