258,602 Commits over 4,018 Days - 2.68cph!
Forget it
Menu bar style tweaks
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_tdHsQSldVw.png
water desal tanks update LOD0 and texture pass.
Make it so titlebar handles mouse events, title label is transparent to mouse events
Change maximize icon on maximize
Disable maximizing on windows that can't do it (dialogs)
Null check benchmark system
Forgot to sample every update
Don't wait for round results when in benchmark mode
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
Turn this into a popup instead of just a menu
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_rsmj8rxLw5.png
Don't attempt to load map after benchmark
Some stop distance thresholding
Simplify input pump
Tweaking some config vars, see how if they move the needle
add file prefix and ray setback settings, ui cleanup
Got the boomerang doing a little curve a few seconds after throwing
Initial auxiliary buttons, just used for layout at the moment
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_xSDxuoqmSL.png
Un-fuck this
Instead of doing dumb layout stuff as an auxiliary button, add a profile section
Links to docs, api, etc
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_kTdj5z2eoE.mp4
Add benchmark mode, runs a simulated bot match
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
Refactor Bot weapon selection
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.
Kill the boomerang properly on hit
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
Hook up AttackStart/End weapon events for continuous attacks, attack_hold anim param
We can just sync beamTarget
Boomerang rotation now based on its speed
fix indices > 16 bits, allow null materials (omits submesh)
Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
Get proper hit material from ray
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
merge from premium_servers
Disable performance scopes in RenderTools - I feel like they're over sampling
Disable VPROF_ENABLED
Add profiler debug to SetObjectBounds
Cache animgraph parameters so we don't have to keep passing strings to native
Skip some physics stuff in PlayerController if we're a Proxy
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
Balance multiswarm damage
Make compile error dialog paths slightly more readable
Change font globally to Inter to see if it looks smoother
Custom window frames v2
Uses dwm calls instead of Qt frameless windows to preserve some system
window decorations (border, shadow)
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-launcher_ba2t9H4VPt.png
CFramelessMainWindow uses dwm calls too
https://files.facepunch.com/alexguthrie/1b1311b1/explorer_64qvsu25BU.jpg
Update hit animation frame range to remove double swing
Run bot coroutines in FixedUpdate instead of Update/Frame
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
Weapons are unswitchable if they're empty and we can't also reload it
Working rebalance for single swarm attacks
v_gluon_gun: hook up attack_hold to the usual kickback, but stronger, and integrate shake
Skip pending/destroyed children when collecting components recursively