194,188 Commits over 4,079 Days - 1.98cph!

2 Months Ago
Fixed incorrect perfect growth rate calculation
2 Months Ago
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2 Months Ago
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2 Months Ago
Clean: general cleanup - Removed dead code - removed some TODOs that no longer apply - more ReadOnly cases alongside NativeArray usage instead of spans Tests: unit tests
2 Months Ago
Merge from jungle_update
2 Months Ago
Compile fix
2 Months Ago
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations. Tests: ran perf tests
2 Months Ago
Merge from jungle_update
2 Months Ago
Merge from Snakes
2 Months Ago
Todo
2 Months Ago
Clean: last ReadOnly added Tests: unit tests
2 Months Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
2 Months Ago
Codegen
2 Months Ago
manifest
2 Months Ago
Clean: moar ReadOnly Tests: ran unit tests
2 Months Ago
Merge from snakes/mfju (merging from jungle update fix branch)
2 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)
2 Months Ago
Merge from jungle_update
2 Months Ago
Fix a missed line when manually merging Modifier.cs
2 Months Ago
Clean: a lil more ReadOnly Tests: unit tests
2 Months Ago
Clean: more ReadOnly usage Tests: ran unit tests
2 Months Ago
water desal tanks update LOD0 and texture pass.
2 Months Ago
Merge from jungle_update
2 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
2 Months Ago
Some stop distance thresholding
2 Months Ago
add file prefix and ray setback settings, ui cleanup
2 Months Ago
Got the boomerang doing a little curve a few seconds after throwing
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
Added more working weapons to v4 loadout + ammo
2 Months Ago
updated slight model offset in rock entity
2 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.
2 Months Ago
merge from main
2 Months Ago
Kill the boomerang properly on hit
2 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)
2 Months Ago
Boomerang rotation now based on its speed
2 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
2 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
2 Months Ago
Get proper hit material from ray
2 Months Ago
anim fixes for lr300
2 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
2 Months Ago
merge from premium_servers
2 Months Ago
cherrypicking 116479
2 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
2 Months Ago
main -> boomerang
2 Months Ago
bee_rebalance -> main
2 Months Ago
Balance multiswarm damage
2 Months Ago
Update hit animation frame range to remove double swing
2 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
2 Months Ago
Working rebalance for single swarm attacks