144,753 Commits over 4,413 Days - 1.37cph!
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish
When evaluating, if a component output didnt change, we stop there
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
FPV drone UI WIP & related files.
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
Use Azure Artifact Signing
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Another consistency pass for resource files
* Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field.
* Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?)
* Updated tool icon slightly
* Add icons & version info to all compiled .exe files by our build system
Build 64bit gmad/publish, add icons/version, fix some compile warnings
Disable Steam Error Reporting as it is apparently EOL'd by Steam
* Crash dumps are now generated by the game, not Steam
* Moved crash dumps to crashes/ folder.
Resolve 64bit tools not loading
Build Hammer 64bit
Fixed a bunch of Hammer 64bit runtime crashes
merge from /main/hackweek_parented_ddraw
merge from /main/hackweek_parented_ddraw
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
underwater post effect initial
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Kamikaze FPV Drone - Added gibs
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command)
https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
updated lr300 sprint pose to anim loop
bone knife deploy animation update
illuminated pressure pad;
- Gibs added
- fixed bug on pad stacking on itself
Update(tests): even more edge case unit tests
- escaped double quotes
- split escaped double quotes
Tests: ran tests
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Update(tests): add a couple more edge case unit tests
- torn nested string
- single quotes nested
- torn single quote nested
- Added a whitespace to first nested string in all tests to validate trimming
Tests: ran unit tests
Salvaged icepick anim update
- New PoolCueViewModel setup - strip off rotational changes
- Update viewmodel rotation based on mountable
- New setup for the viewmodel
Ensure mountable is killed (again)
Add(tests): add StringExtensionTests
Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB
Tests: ran tests
illuminated pressure pad;
- Lods created
- Prefab updated
Fixed transforms on playground assets and prefabbed up
Optim: fully remove function temporary
Saves 1 alloc (63 allocs, 3.9KB)
Tests: ran tests
Update(tests): add case or command with no args
Tests: ran unit tests
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end
Saves 2 allocs (64 allocs, 4.2KB)
Tests: ran tests
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
Optim: skip lowercasing command class and function names
We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB)
Tests: ran unit and perf tests
UZI 9mm LOD0 and Textures
UZI 9mm LOD0 and Textures
Update(tests): also validate uppercase commands are resolved properly
Tests: ran unit tests
illuminated pressure pad;
- textures polished
- icon updated
- prefab updated
illuminated buttons;
- buttons now illuminate both when power is recieved and when sent.
- prefabs updated for buttons
https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
Molotov animation and holdtype updates
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf)
Need it before I start optimizing out allocs
Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
fixing some flow issues on the damaged side of the apt building