248,640 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Fixed DespawnTimeData not actually doing anything
4 Years Ago
Reset Occupant List for Unit entities
4 Years Ago
Added an occupancy system where some buildings can occupy units
4 Years Ago
Return to only attacking enemies again
4 Years Ago
Improved Turret behavior by using an animation graph
4 Years Ago
Set vertex/index buffer data directly after creating buffer if data exists
4 Years Ago
Use modelbuilder
4 Years Ago
Started working on experimental support for buildings to have weapons and added a Turret stub
4 Years Ago
Revert "Update Vector usages" This reverts commit cb15545810a9c9a37916e6d6cee2a52b0acb2b62.
4 Years Ago
Revert "Make Vector2, Vector3, and Vector4 readonly structs" This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
4 Years Ago
TTT: fix table.Shuffle Did not shuffle the first couple elements of the list as much as it should (note that this is not used for traitor selection or anything critical).
4 Years Ago
Fixed standalone build error !ecs !redux_all
4 Years Ago
Update vector usages
4 Years Ago
Temporarily workers will just spin around when constructing stuff for a laugh
4 Years Ago
Update Vector usages
4 Years Ago
Make Vector2, Vector3, and Vector4 readonly structs This will probably break some things Will be switching more soon
4 Years Ago
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4 Years Ago
Updated some colors for the tooltip to be more visibile
4 Years Ago
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
4 Years Ago
Submodule init and update
4 Years Ago
Update ci.yml
4 Years Ago
Create test.txt
4 Years Ago
submodule test
4 Years Ago
Game Screen tweaks
4 Years Ago
Initial commit
4 Years Ago
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
4 Years Ago
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
4 Years Ago
8 different gradient patterns for discofloor
4 Years Ago
Add ModelBuilder.WithLodDistance
4 Years Ago
Added support for 8 different selectable gradients for the disco floor (names in settings UI are temporary and will need to be changed once gradients are designed)
4 Years Ago
ModelBuilder.AddMesh can optionally set a lod level
4 Years Ago
Texture optimizations Bunch of tiny tweaks on floor, ball and laser
4 Years Ago
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4 Years Ago
Fixed case where legacy workshop levels wouldn't compile on first run Fixed exception in loading screen when leaving workshop level
4 Years Ago
Fixed CantBeIgnored in ECS bullets Got rid of some per-frame allocations Refactor EcsBulletsInRadiusEnumerable to use ArchetypeChunks Working on a more efficient way to read components from enumerated ents Much more efficient component reading / writing in entity enumeration
4 Years Ago
Improved Nav + Moved resources Improved Nav mesh Moved resources around
4 Years Ago
Laser iteration WIP
4 Years Ago
Create new meshes through mesh ctor instead of a lame static mesh create func
4 Years Ago
Missed clean up of old file Missed clean up of old file
4 Years Ago
Fixed building collision Fixed building collision
4 Years Ago
Updated Buildings Created 2 new buildings which are more compact based on the silo and pub.
4 Years Ago
added crawl to wounded player anim
4 Years Ago
updated blendtree and wounded player anims
4 Years Ago
Ball tweaks. Floor lighting setup remade. Cheaper, less leaky.
4 Years Ago
TTT: fix propspec_allow_named setting not taking effect The propspec_allow_named flag on the ttt_map_settings entity was being overwritten. The default for all maps is still to disable it as maps will expect this at this point, and non-TTT maps that could allow named entity propspec possession are rarely played in practice.
4 Years Ago
Parameters for refactored soundlight
4 Years Ago
Added more debug info to "Invalid HitboxSet on something" warning
4 Years Ago
Added spawnflags and parent fields to FGD autogen
4 Years Ago
Playing around with an Orthographic camera Merge branch 'master' of sbox-rts Remove BuildCamera near/far tests
4 Years Ago
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead