137,223 Commits over 4,324 Days - 1.32cph!

10 Minutes Ago
Recommitting name changes to minigolf deployables
18 Minutes Ago
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes
36 Minutes Ago
Data cable texture polish, updated texture meta
1 Hour Ago
Forgot to commit code changes to deployables
1 Hour Ago
- Update minigolf deploy guides to face the correct way when deploying - Update minigolf files - Updated minigolf deployable names - Added rendered Icons for mini golf deployables
2 Hours Ago
Spawn the building guide version of the building block while the construction bot is flying to the building location, so it looks like the bot has it's own building guide
2 Hours Ago
Add blueprint skin to foundation & wall prefabs
2 Hours Ago
Create a building guide version of building blocks called the "blueprint" skin (foundation and wall so far) so we can render building blocks as their building guide version - disable colliders, batching & gibs on the blueprint versions as I don't intend a ton to be spawned at once & want them to be movable
3 Hours Ago
Craggy (unsure if I changed anything but commit it for hackweek)
3 Hours Ago
Codegen
3 Hours Ago
Commands to load a blueprint directly into a roboport (so we don't have to get the building plan code done to paste base blueprints)
3 Hours Ago
WIP code to support a building plan showing all the foundations of a base's blueprints
3 Hours Ago
Prefabs created so far
3 Hours Ago
New code added
4 Hours Ago
Show the clan logo on the map marker too
4 Hours Ago
CLIENT compile fixes
4 Hours Ago
Compile fix - getting ready for aux3
4 Hours Ago
Compile fixes
5 Hours Ago
Fix golf tee nuking the ball under weird circumstances
5 Hours Ago
Detect a winner and show a phrase when they win
5 Hours Ago
Numerous bug fixes with the Golf UI
5 Hours Ago
Ensure hole UI updates
5 Hours Ago
Reserve the first two rows in the ui
5 Hours Ago
Ensure golf ball home tee is set
5 Hours Ago
Missing physics material files
5 Hours Ago
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
5 Hours Ago
Show who has control of the flag under the flag's map marker (including clan) If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
6 Hours Ago
Fixed bugs with numbering not changing under certain circumstances
6 Hours Ago
Added visible par number, hole number and current players as text on the Tee Clock
Today
Added delay node Added tooltips on the node ports, shows the type
Today
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
Today
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
Player scoring system. Player scores increase with each hit
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
Today
Minor cleanup and comments
Today
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
Today
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
Today
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor
Today
Added multi selection in the node graph
Today
Update: PoolAnalyzer - further reduce false-positives - better escapes for await, try blocks, using statements - debug bin built from a2005dd2 Only 2 false-positives remaining in C+S Tests: unit tests and started unity
Today
Can now Tee-Off from the Tee
Today
Start on Deployable tests. Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well) Finds 8 such cases where its misconfigured, no false positives
- Players can't kick golfballs - Add drag on the ball so it doesnt roll forever - Add bounciness
Today
golf tee dressing
Today
Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls
- Fixed swap to driver popup not working
Create item for golf hole bucket - can now place it
Today
Update: PoolAnalyzer - in cases of assignment, scan all block hierarchy up to local var declaration block - debug binary built from cb708ddf Down to 15 confirmed false-positives (5 different types) Tests: unit tests + started unity
- Improved hitting workflow again - Will now auto dismount if you've hit the ball then walked after sending it - Fix phrases not poping off