200,680 Commits over 4,171 Days - 2.00cph!

5 Months Ago
Merge from Snakes
5 Months Ago
Todo
5 Months Ago
Clean: last ReadOnly added Tests: unit tests
5 Months Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
5 Months Ago
Codegen
5 Months Ago
manifest
5 Months Ago
Clean: moar ReadOnly Tests: ran unit tests
5 Months Ago
Merge from snakes/mfju (merging from jungle update fix branch)
5 Months 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)
5 Months Ago
Merge from jungle_update
5 Months Ago
Fix a missed line when manually merging Modifier.cs
5 Months Ago
Clean: a lil more ReadOnly Tests: unit tests
5 Months Ago
Clean: more ReadOnly usage Tests: ran unit tests
5 Months Ago
water desal tanks update LOD0 and texture pass.
5 Months Ago
Merge from jungle_update
5 Months 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
5 Months Ago
Some stop distance thresholding
5 Months Ago
add file prefix and ray setback settings, ui cleanup
5 Months Ago
Got the boomerang doing a little curve a few seconds after throwing
5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
Added more working weapons to v4 loadout + ammo
5 Months Ago
updated slight model offset in rock entity
5 Months 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.
5 Months Ago
merge from main
5 Months Ago
Kill the boomerang properly on hit
5 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
5 Months Ago
Boomerang rotation now based on its speed
5 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
5 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
5 Months Ago
anim fixes for lr300
5 Months Ago
Get proper hit material from ray
5 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
5 Months Ago
merge from premium_servers
5 Months Ago
cherrypicking 116479
5 Months 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
5 Months Ago
main -> boomerang
5 Months Ago
bee_rebalance -> main
5 Months Ago
Balance multiswarm damage
5 Months Ago
Update hit animation frame range to remove double swing
5 Months 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
5 Months Ago
Working rebalance for single swarm attacks
5 Months Ago
Merge from blowpipe
5 Months Ago
Ensured time since spawned swarm is set on init properly
5 Months Ago
5 Months Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
5 Months Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
5 Months Ago
Fix editor spawning two bee swarms at once
5 Months 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:
5 Months Ago
fixes for shake from deploy to idle on ak