249,336 Commits over 3,959 Days - 2.62cph!

30 Days Ago
Merge from main
30 Days Ago
Anim backups
30 Days Ago
Fix LINQ Exception when different typed objects are selected for inspection Fixes sbox-issues/issues/7106
30 Days Ago
Updated muzzle boost description
30 Days Ago
▋▌▊▊▇▇ ▅▄▇▉▅ ▆▋▆▉▅▋▅▍▅▆▉▄▊▉▅
30 Days Ago
Merge from delete_entity_by_id
30 Days Ago
▊▆▆▅█▉▆▄▄▌ ▊▋█▅▅▌ ▌▍▌▇▍▅▋▍▇▌▆█▊▇▌ ▍▅▉ █▍▄▆█▄▅▉▉█▌▊▄
30 Days Ago
Merge from fishtrap_restart
30 Days Ago
Merge from clearUGCByPlayer_fix
30 Days Ago
Merge from version_auto_printout
30 Days Ago
Humans: added CrouchWalk_E & CrouchWalk_W
30 Days Ago
Humans: disabled AO proxy nodes now that AO proxy support has been removed
30 Days Ago
Fix undo for convert to prefab Fixes sbox-issues/issues/7009 This only converts the prefab back to an independent GO. It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
30 Days Ago
Dont query for lobbies if we're in the screen for making a lobby
30 Days Ago
Run the version command on client startup
30 Days Ago
Show map title in round UI
30 Days Ago
Reverse footer elements
30 Days Ago
▍▄▊▌▉ ▍▇▉▋▋▉▅▌█.█▍▆▅▉▄▉█▌▄ ▆▋▋ ▊▊▉▋▄▊ ▆▉█▌▋▉▌▊█
30 Days Ago
Fixed main menu pointer events being kinda wonky
30 Days Ago
New session list and session creator, can tickbox friendsonly
30 Days Ago
primitive -> Aux2
30 Days Ago
Fixed weirdness when applying a door to the Siegetower
30 Days Ago
merge from clientserver_entityfinder_tool
30 Days Ago
merge from tmp_optims
30 Days Ago
Minor emission consistency tweak between the two variants.
30 Days Ago
vending_fixes -> main
30 Days Ago
Brightness scaling material fix. Naming cleanup.
30 Days Ago
Finalized update. Texture optimization.
30 Days Ago
primitive -> Aux2
30 Days Ago
Re-implement GraphNodeDefinition
30 Days Ago
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
30 Days Ago
Fix all / any nodes involving tasks
30 Days Ago
Add Friend.Nickname to get Steam nicknames for players Expose FriendGameInfo.GameID so you can see what appID friends are playing
30 Days Ago
Simplify async validation
30 Days Ago
merge from main
30 Days Ago
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region. - Weather map scrolling uses EnvSync time - Some other adjustments
30 Days Ago
Fixed a crash with ConVarExists
30 Days Ago
Some cleanup Some work on any / all nodes Simpler variable assignment validation
30 Days Ago
▍▌▍▇▄ ▊▍▄▅▄▄▋█▉▋▌█▅▍▍ ▋▆ ▇▋▆▆▋▊ ▌▊▄▉▆▋▆▉ ██▍▍▉▊▆ ▌▍█▅▋▍ ▇▇▍▌█▊▋▉ ▅▅▋▌▆▅█▍▉█ ▊▆▅▇▍▅ ▄█▄▄█▋▋ ▄▍▋█
30 Days Ago
Parameter flags rework, fix sorting nodes
30 Days Ago
Converted Screen sub options UI to a prefab. More UI setup. Standardised caps and formating across all graphics options.
30 Days Ago
Clean: remove unused "Profile.cs" script Tests: made sure ditor compiles
30 Days Ago
▇██▆▋ ▆▊▉█▅█▌▍▍▆▋▇▄ ▌▄▄ ▄█▍▋▄█▉█▉▅▆▆▊▉▇ ▇▄ ▅▄▊ ▆▇▆▇▄█ ▋█▊▋▋▅█▊ ▇▍█▉▋▌▅▄▍▍ ▅▊▇█▍▇
30 Days Ago
Update: don't annotate UnityEngine.CoreModule funcs It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops. Tests: tested in editor on Craggy
30 Days Ago
Cant push the siegetower if you are on a drawbridge
30 Days Ago
Update: don't annotate UnityEngine.CoreModule It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to tight loops. Tests: tested in editor on Craggy
30 Days Ago
Fix undo when dropping a Material on to an object
30 Days Ago
Explicitly set fields/props to null when deserializing
30 Days Ago
Update: Reduce default frame count for perf snapshot to 4 Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile Tests: took a snapshot on Craggy in editor - it took 4 frames
30 Days Ago
Update: Reduce main buffer relocations when processing generating json snapshot - Also report total marks instead of max to allow predicting how big the snapshot is in case of failure Will help with reducing GC activity on the server, hopefully also reducing the generation time. Tests: locally on Craggy in editor took a couple snapshots - no issues