240,135 Commits over 3,837 Days - 2.61cph!
Ditch the unreliable flocker and use a simpler algorithm to slow down units that are too close to others
Merge branch 'master' of sbox-rts
Add skin material groups to dress.kneelength
fix shirt_shortsleeve.orange skin
Updated Vehicles
Simplified vehicles
Removed clutter
Add skin material groups to shorts.cargo
Updated all buildings with new placeholders
Temporarily disabled flocking behaviour as it refuses to respect the flow field. Made optimizations to flow field calculation speed. Removed asynchronous generation of static collisions for now.
test
Merge branch 'master' of sbox-rts
Merge branch 'master' of sbox-rts
Updated buildings + cleanup
Replaced buildings with simplified ones
Cleaned up old assets
Merge branch 'master' of sbox-rts
hunter string tweak
Merge branch 'master' of SpaceUsurperUnity
Fixed possible NRE when attempting a level from a replay
turn off pestilence parallax
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Fixed CoreGraphic not using layer offset when first spawned
Merge branch 'master' of SpaceUsurperUnity
changed laser scope pattern targeting
fixed trench plantGun respawning and nightmare trench gun colors
dmg floater for nightmare fuse storm
Use an ECB to spawn damage floaters
Defer spawning ECS bullets to the end of the frame where possible
Don't repel strictly visual ECS bullets
Fixed case where bullets supporting ECS wouldn't spawn when unbaked
Fixed depth bullet depth sorting being reversed
changed powerup icon colors
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge branch 'switch-benchmark'
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Merge remote-tracking branch 'origin/master' into switch-benchmark
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Larger, milder noise for the radiation effect until we get the proper noise effect in.
Various tweaks to arid & temp biome grading for blue cast mitigation in the shade.
Small sky dome tweaks for the above.
Fixed possible crash in PerformanceStats.Write()
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
Performance stat rewrite, profile player loop again
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Merge branch 'switch-benchmark'
Added PathResult to determine whether a path could be calculated
Use the new DoorHelper helper for ent_door
Added doorhelper() FGD helper
Adds [Hammer.DoorHelper( ... )]
Revert changes to drawangles()
https://files.facepunch.com/rubat/1b0211b1/pm4zlM2XH7.png
Hurt overlay vignette fix
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Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
Remove corridor tubes that don't lead to any rooms
Oops, commit this material
Added placeholder boxes so people know these buildings models are temporary
Increased probability of tube pieces to stretch out underwater labs a bit more
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
Cleaned up, fixed transforms not applying
Fix material editor crash when shader is fucked
Fix shader compiling to wrong folder
Fix shader .ini file wrong folder
Added Render.Clear()
Render backdrop filters on their own, before the main panel
Merge branch 'master' of sbox
Moving backdrop filter, backdrop blur into their own shaders
Merge branch 'master' of sbox-game
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
Remove sv_gravity change callback on game shutdown. Fixes #418
merge from /player eyes gesture fix
Disable rotation on sound light since it has no valid placement and confusing
Street lamp feedback
Street lamp glass fresnel adjustment
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Reduced boombox condition loss
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Force snap whole Rect when rendering text on 2D surface, fixes text looking muddy
Don't draw shadow rect if texture isn't ready yet