192,973 Commits over 4,049 Days - 1.99cph!

44 Days Ago
Merge from snakes/mfju (merging from jungle update fix branch)
44 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)
44 Days Ago
Merge from jungle_update
44 Days Ago
Fix a missed line when manually merging Modifier.cs
44 Days Ago
Clean: a lil more ReadOnly Tests: unit tests
44 Days Ago
Clean: more ReadOnly usage Tests: ran unit tests
44 Days Ago
water desal tanks update LOD0 and texture pass.
44 Days Ago
Merge from jungle_update
44 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
44 Days Ago
Some stop distance thresholding
44 Days Ago
add file prefix and ray setback settings, ui cleanup
44 Days Ago
Got the boomerang doing a little curve a few seconds after throwing
44 Days Ago
merge from main
44 Days Ago
▊▉▅▊▆▍
44 Days Ago
Added more working weapons to v4 loadout + ammo
44 Days Ago
updated slight model offset in rock entity
44 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.
44 Days Ago
merge from main
44 Days Ago
Kill the boomerang properly on hit
44 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)
44 Days Ago
Boomerang rotation now based on its speed
44 Days Ago
fix indices > 16 bits, allow null materials (omits submesh)
44 Days Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
44 Days Ago
Get proper hit material from ray
44 Days Ago
anim fixes for lr300
44 Days Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
44 Days Ago
merge from premium_servers
44 Days Ago
cherrypicking 116479
44 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
44 Days Ago
main -> boomerang
44 Days Ago
bee_rebalance -> main
44 Days Ago
Balance multiswarm damage
44 Days Ago
Update hit animation frame range to remove double swing
44 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
44 Days Ago
Working rebalance for single swarm attacks
44 Days Ago
Merge from blowpipe
44 Days Ago
Ensured time since spawned swarm is set on init properly
44 Days Ago
44 Days Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
44 Days Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
44 Days Ago
Fix editor spawning two bee swarms at once
44 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:
44 Days Ago
fixes for shake from deploy to idle on ak
44 Days Ago
weapon updates
44 Days Ago
Optim: GetWaterFactors now maintains a stable transform cache - We now use a burst job to gather transform info for all players (ends up being fast enough to not care) - Updated perf test to count for a "warmup" run, since we incrementally build the transform cache Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims Tests: unit tests
44 Days Ago
Merge from jungle_update
44 Days Ago
Constrain croc and tiger to jungle biome Increase croc population
44 Days Ago
Fix compile error
44 Days Ago
Syntax error
44 Days Ago
Hazmats still nullify all damage coming in from bee stings (stab damage)