257,568 Commits over 4,018 Days - 2.67cph!

Yesterday
Improved lock-on by ignoring anything that isn't a player when looking for a lock target
Yesterday
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
Yesterday
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
Yesterday
GluonWeapon: Add lock on behavior BeamRenderer: can provide a middle point and we'll bezier between Update quicktest.scene Update the gluon fx more frequently GluonWeapon: Implement lock on bezier curve https://files.facepunch.com/tony/1b1011b1/sbox-dev_PEP39Po5gm.mp4
Yesterday
Cube texture creates array slice image views allowing each face to be treated as a framebuffer Visualize depth uses screen space coords [stash] Foundations for VK_KHR_multiview and cubemap render targets Scene system listeners I'll need later New shadow mapper: spot and point lights so far * Move all logic to c# for full ownership, delete old native code * Bindless shadow map textures, delete old shadow atlas * Spot Lights * Point Lights: cube textures with hw pcf poisson sampling * Add user setting r.shadows.quality (0-3) low->high for better filtering * Scale shadow map resolution based off of screen size the light occupies * Debug system
Yesterday
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
Yesterday
wip/profiling
Yesterday
Rpg setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_launcher anims
Yesterday
merge from ranking_change -> premium_servers
Yesterday
Fix SatchelChargeWeapon NRE Scoreboard.OnPlayerClick safety
Yesterday
Add gameplay prefabs to gameobject create menu
Yesterday
Fix tracking accumulating error
Yesterday
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays Preparing to replace more of managed logic with burst jobs Tests: Ran unit tests
Yesterday
PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled Stub out ISceneUndoScope for hammer sessions instead of throwing everytime we try to interact with a gameobject Hammer: can create GameObject under mouse via right click menu
Yesterday
show hit notifications when your bee swarm damages someone
Yesterday
Fixed Rat always targeting you because it was looking for the wrong Id
Yesterday
Rat gun has ammo, can throw 5 rats
Yesterday
impact_details_variety -> main
Yesterday
Improved blunt wood decal
Yesterday
Promo item setup for linking a Discord account in game (need to fill in the item ID still!)
Yesterday
Fix Main Menu tileset layering Added GameSettings, and Settings Menu/Popup Volume settings now apply to the mixer and other game-related settings are applied per-client
Yesterday
Adjust post-processing
Yesterday
bee_owners -> main
Yesterday
Restore stomped code changes
Yesterday
Add failure transitions to croc to fix log spam
Yesterday
Fix croc diving under terrain
Yesterday
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Yesterday
Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through
Yesterday
Fix croc hitboxes being activated too early (needed to take into account pos interp delay)
Yesterday
Optim: replace height fetching with a burst job Tests: unit tests
Yesterday
exported crocodile back pedal, edited attack and intimdate animations
Yesterday
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Yesterday
GameState size reduction & cleanup Fixed bot notarget
Yesterday
Fix GameSettingsModal incorrectly showing some properties as bool
Yesterday
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Yesterday
Add missing step arg to setting
Yesterday
Optim: replace initialization with with a burst job Tests: ran unit tests
Yesterday
PreJIT game and packages Avoid allocation when getting default surface Remove unused
Yesterday
renamed biro dart fbx -> incapacitate dart (i broke everything with this) updated already existing incapacitate dart prefab renamed materials for consistency
Yesterday
Removed some stuff from prefabs
Yesterday
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Yesterday
Add GameSetting so you can create bot lobbies via menu Slightly nerf default bot settings
Yesterday
Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos Will allow to pursue using burst jobs internally. Tests: tests passed
Yesterday
jungle ruins s2p
Yesterday
jungle ruins lootspawns, replaced the last greybox volumes in scenes for matching art assets
Yesterday
renamed dart b -> scatter dart world model/lods
Yesterday
Update server browser menu prefab
Yesterday
Only prioritize official premium servers, leave community servers to sort normally regardless of premium status
Yesterday
Deleting Panther skeleton assets
Yesterday
Rebinding panther prefab variant with correct mesh