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10,614 Commits over 4,413 Days - 0.10cph!

11 Years Ago
Fixed mushroom / hemp pickup effect having pebble particles
11 Years Ago
Added socket back to survey_crater_oil (cc Scott, I think)
11 Years Ago
Fixed gUserMinAniso < 1 occurences
11 Years Ago
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
11 Years Ago
Fixed LitSmokeEmissiveFlame shader compile error on OSX
11 Years Ago
Unity 5.2.0p1
11 Years Ago
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it) Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
11 Years Ago
Rebuilt shader variants
11 Years Ago
Merge from main
11 Years Ago
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
11 Years Ago
Added deploy volume that uses the entity bounds for its placement check
11 Years Ago
Added Vis class for spatial entity, collider and component queries Added PoolAllocator (only supports lists for now)
11 Years Ago
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
11 Years Ago
NRE handling
11 Years Ago
Clamp graphics.af between 1 and 16
11 Years Ago
Don't reallocate player lists every frame in PatrolHelicopterAI
11 Years Ago
Merge from main
11 Years Ago
GameTrace resolves batched colliders
11 Years Ago
HitInfo has GetEntity extension method that resolves batched colliders
11 Years Ago
GamePhysics uses lists
11 Years Ago
GameTrace samples terrain splat materials
11 Years Ago
Merge from main
11 Years Ago
GameTrace uses pool allocator lists instead of lambdas RaycastHit batched collider extension methods never return null
11 Years Ago
Added proper AI obstacles to building pieces
11 Years Ago
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
11 Years Ago
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
11 Years Ago
Merge from main
11 Years Ago
Reenable child collider when it leaves a collider batch
11 Years Ago
Batch all colliders after loading a save
11 Years Ago
Pool allocator improvements
11 Years Ago
Cleanup
11 Years Ago
Merge from main
11 Years Ago
Pool allocator clear resets allocation counters
11 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
11 Years Ago
Fixed warning in Gib class
11 Years Ago
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
11 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
11 Years Ago
Run GC before the loading screen disappears (join, respawn)
11 Years Ago
Dump contains number of batched colliders Added batching.status console command
11 Years Ago
First OOM exception also has the OOM tag set
11 Years Ago
status console command should never crash
11 Years Ago
Extension method / utility class cleanup
11 Years Ago
Preparations
11 Years Ago
Added PrefabPool and set some things up in GameManager
11 Years Ago
Pool prefab instantiates of effects, decals and dynamic decor
11 Years Ago
Merge from main
11 Years Ago
Group effects without parent in the editor
11 Years Ago
Don't try to pool objects that have alrady been destroyed by someone else
11 Years Ago
Don't try to pool objects when quitting
11 Years Ago
Merge from effectpooling