248,704 Commits over 3,959 Days - 2.62cph!
Use colors specified in the day_night_cycle entity from the map
Use as low a resolution as possible for the fog for better performance now that it is antialiased
Added rts_kill test command to kill selected units. Updated fog methods to use new ones by Sam.
fix nightmare intro curse in co-op
fix octopus spiral bullet being doubled
tweaked mech explosive pixels
added cantBeDelayed to some Waits
Updated Countryside Map
Lighting adjustments
Map Clean Up
Merge branch 'master' of sbox-rts
Potentially better positioning of the sun
Day Night Cycle experiment
Merge from voiceprops/dlc
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Merge from voiceprops/dlc
Added a voice props volume slider (affects boom boxes and recorded cassettes)
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Ensure BaseEntity exists on BoomBox when changing flags
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