193,381 Commits over 4,079 Days - 1.98cph!

50 Days Ago
Merge from jungle_update
50 Days Ago
Merge from Snakes
50 Days Ago
Todo
50 Days Ago
Clean: last ReadOnly added Tests: unit tests
50 Days Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
50 Days Ago
Codegen
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manifest
50 Days Ago
Clean: moar ReadOnly Tests: ran unit tests
50 Days Ago
Merge from snakes/mfju (merging from jungle update fix branch)
50 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)
50 Days Ago
Merge from jungle_update
50 Days Ago
Fix a missed line when manually merging Modifier.cs
50 Days Ago
Clean: a lil more ReadOnly Tests: unit tests
50 Days Ago
Clean: more ReadOnly usage Tests: ran unit tests
50 Days Ago
water desal tanks update LOD0 and texture pass.
50 Days Ago
Merge from jungle_update
50 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
50 Days Ago
Some stop distance thresholding
50 Days Ago
add file prefix and ray setback settings, ui cleanup
50 Days Ago
Got the boomerang doing a little curve a few seconds after throwing
50 Days Ago
merge from main
50 Days Ago
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50 Days Ago
Added more working weapons to v4 loadout + ammo
50 Days Ago
updated slight model offset in rock entity
50 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.
50 Days Ago
merge from main
50 Days Ago
Kill the boomerang properly on hit
50 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)
50 Days Ago
Boomerang rotation now based on its speed
50 Days Ago
fix indices > 16 bits, allow null materials (omits submesh)
50 Days Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
50 Days Ago
Get proper hit material from ray
50 Days Ago
anim fixes for lr300
50 Days Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
50 Days Ago
merge from premium_servers
50 Days Ago
cherrypicking 116479
50 Days Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
50 Days Ago
main -> boomerang
50 Days Ago
bee_rebalance -> main
50 Days Ago
Balance multiswarm damage
50 Days Ago
Update hit animation frame range to remove double swing
50 Days Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
50 Days Ago
Working rebalance for single swarm attacks
50 Days Ago
Merge from blowpipe
50 Days Ago
Ensured time since spawned swarm is set on init properly
50 Days Ago
50 Days Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
50 Days Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
50 Days Ago
Fix editor spawning two bee swarms at once
50 Days Ago
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion. Tests: ran unit tests Tests: