243,189 Commits over 3,898 Days - 2.60cph!

4 Months Ago
More ui
4 Months Ago
Edge place
4 Months Ago
More tests
4 Months Ago
Move flip and rotate to paint tool
4 Months Ago
More logs
4 Months Ago
Enter to confirm rectangle
4 Months Ago
Re-implement handling void task exceptions
4 Months Ago
Clean up Rect tool
4 Months Ago
Take this delta
4 Months Ago
Margin
4 Months Ago
Move paint/erase to editor tools updated shader
4 Months Ago
Re-implement ActionGraph.InvokeAsync
4 Months Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
4 Months Ago
Prefab changes on disk will update any instances in open scenes, even when the prefab's not open
4 Months Ago
Ignore deleted/stale assets in path lookup, unregister managed resource handles on deletion
4 Months Ago
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects Merge branch 'fix_managed_crawling'
4 Months Ago
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
4 Months Ago
Fix sliding down slopes, move to height of ground trace hit position
4 Months Ago
4 Months Ago
Delete git submodules
4 Months Ago
com.unity.memoryprofiler@1.1.0
4 Months Ago
Added heal visual to entities (green fade) Create RoomManager and RoomExit components. Make a handful of test rooms
4 Months Ago
ifdef this shit out to see if it's slowing us down
4 Months Ago
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4 Months Ago
Cache CompiledActionGraph.BuildDelegate<T>() Re-implement ActionGraph.Evaluate
4 Months Ago
Turn off trace solver and give box traces a small radius by default to see if anyone notices
4 Months Ago
Leaderboard backup, run #12523
4 Months Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
4 Months Ago
Include map name in map related disconnect messages Kick players who send impossible voice packet sizes Added sv_signon_dos_disconnect from CS:GO
4 Months Ago
Added HealPickup class and Medkit prefab Clean up code folder structure Cleanup Coin and Pickup classes Added PrefabDrop class, Boxes have chance to drop Medkits
4 Months Ago
Explicit copy sounds Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner) Slightly better time estimate Generate .ico from thumbnail, try changing it on the exe Can't get this working no matter what, just corrupts the exe header, disable it
4 Months Ago
Fix player spawning with 0 health
4 Months Ago
Improved Nametag. Shows healthbar above head when less than 100
4 Months Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
4 Months Ago
Mess around with intro anims
4 Months Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
4 Months Ago
Work In Progress
4 Months Ago
Updated Player Collider Destructables no longer go through walls Fix Shadows lerping in from a seemingly random position Fix Coin from running certain code in editor Fixed Coin Collisions (collision matrix w) Fix Shadow Layering
4 Months Ago
CT_side_player updated textures
4 Months Ago
Merge from main
4 Months Ago
Add TeamVoiceChatFilter to bomb defusal Fix RandomLoadoutAllocator Make half-buy rounds more common in retakes
4 Months Ago
Merge from nexus
4 Months Ago
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4 Months Ago
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4 Months Ago
Improved placing and removing
4 Months Ago
Merge main
4 Months Ago
Throwables will automatically throw after cook time if action isn't down, still allow to cook for longer
4 Months Ago
Bike Cargoship Parent -> Main
4 Months Ago
Give more helpful warnings in Component.Serialize
4 Months Ago
Validate Object in Marker