243,189 Commits over 3,898 Days - 2.60cph!
Move flip and rotate to paint tool
Enter to confirm rectangle
Re-implement handling void task exceptions
Move paint/erase to editor tools
updated shader
Re-implement ActionGraph.InvokeAsync
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).
Prefab changes on disk will update any instances in open scenes, even when the prefab's not open
Ignore deleted/stale assets in path lookup, unregister managed resource handles on deletion
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
Merge branch 'fix_managed_crawling'
Apply unity's bugfix to prevent it spiraling out of control crawling through managed objects
Fix sliding down slopes, move to height of ground trace hit position
com.unity.memoryprofiler@1.1.0
Added heal visual to entities (green fade)
Create RoomManager and RoomExit components. Make a handful of test rooms
ifdef this shit out to see if it's slowing us down
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Cache CompiledActionGraph.BuildDelegate<T>()
Re-implement ActionGraph.Evaluate
Turn off trace solver and give box traces a small radius by default to see if anyone notices
Leaderboard backup, run #
12523
frontier hatchet updates
- 3p entity set up
- icon set up
- worldmodel set up
- projectile set up
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO
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
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
Fix player spawning with 0 health
Improved Nametag. Shows healthbar above head when less than 100
Clean: Nuking SimpleList.cs
Nothing uses it anymore, and it's superseeded by BufferList.
Tests: All targets in editor built succesfully
Mess around with intro anims
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)
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
CT_side_player updated textures
Add TeamVoiceChatFilter to bomb defusal
Fix RandomLoadoutAllocator
Make half-buy rounds more common in retakes
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Improved placing and removing
Throwables will automatically throw after cook time if action isn't down, still allow to cook for longer
Bike Cargoship Parent -> Main
Give more helpful warnings in Component.Serialize
Validate Object in Marker