244,576 Commits over 3,898 Days - 2.61cph!
Inventory drag drop logic
Update: Allow StringView to implicitly convert to ReadOnlySpan
This allows StringView to be friendly with APIs that Span, like int.TryParse(). It also removes 3 allocations, and weirdly my tests show a reduction of 4 allocations per ctor invocation on average.
Also merging stragler tag lookup into the main loop(avoids an extra traversal and extra lambda allocation).
Tests: Checked ServerBrowser, player count was sane.
Frontier bag cloth material
Style the slots a little bit
Projectiles damage voxel world too
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
WIP inventory item interaction
Make sure neighbouring chunks are marked dirty on voxel edit
Update SMG.prefab
smg prefab updated with gun
Backpack pelt constraints
Update collision shape on voxel remove
Implemented MoveSpeed modifier type.
Added Dart as new ModifierSource type.
Updated model
Updated backpack settings
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere
- removed Physics.OverlapSphere with bool return, we have CheckSphere for that
Merge main -> Hackweek-Meals. Had to stomp a few changes, mainly UI.Ingame.LootPanels - need to re-do.
Update assault_rifle_color.png
texture change assault rifle
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Update: Annmotating ServerCacheQuery to track GC allocs
Should've done it at the start but ah well. This also revealed that Task.Delay doesn't seem to be doing much - worth investigating further.
Tests: took a recording during server list refresh - no errors and could see the samples displayed.
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Added the biro dart model as the placeholder model for bone dart.
Setup dart prefab and world model.
metal pile and fragment
Merge branch 'main' of sbox-hc2
Expose VoxelRenderer.Size, just so we can play with the size in-editor
Increase map size, replace water with a colored plane for now
vintage wallpapers update
updated materials to spec/gloss
rock update and rock fragment
Now covers all spine bones
Leaderboard backup, run #
13183
First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring
First pass on runtime component, still not functional
Merge from analytics_event_record_overloads -> main
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
Tests showed missing ushort overload
Expand tests to cover all overloads of EventRecord.AddField()
Add overloads without any key for CSV
Final'ish attack prefab, but IK script is still screwing it.
Merge main -> TrainDecouplingImprovements
Change existing overloads for BasePlayer, BaseEntity, etc to use the new 2 string key overloads instead of new EventRecordField(key1,key2)
New PlayerSyncCycle method in BaseMountable sets the player position.
GameTIp error refactoring
Pulled the overlay parameter out of the command and added GameTip.SetAsOverlay instead
Removed ShowErrorToast, we now use ShowToast(GameTip.Styles.Error, ...)
Updated all occurences
Add a bunch of overloads that take two keys and concat them later with zstring instead of having to manually add new EventRecordField( key1, key2 )
Merge from gizmo_light_occludee_nre