134,338 Commits over 4,262 Days - 1.31cph!

10 Months Ago
Merge from snakes/mfju (merging from jungle update fix branch)
10 Months Ago
Fix lua_topointer Minor cleanups color_correction works with fog_volume Brings over Master/Simulate clientside spawnflags Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working Fixed GM:NeedsDepthPass causing NPCs to not render Also fixed it rendering ropes twice. Apparently the engine removes m_pRenderable from NPC entities for some reason? Remove DOFModeHack from pp_bokeh Rollermine becomes TWOPASS when open instead of translucent This makes it render better with SSAO pass (such as bokeh DOF)
10 Months Ago
Merge from jungle_update
10 Months Ago
Fix a missed line when manually merging Modifier.cs
10 Months Ago
Clean: a lil more ReadOnly Tests: unit tests
10 Months Ago
Clean: more ReadOnly usage Tests: ran unit tests
10 Months Ago
water desal tanks update LOD0 and texture pass.
10 Months Ago
Merge from jungle_update
10 Months Ago
Optim: GetWaterFactors is converted to indirect style throughout - Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added) This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup. Tests: ran unit tests and played back staging demo twice
10 Months Ago
Some stop distance thresholding
10 Months Ago
add file prefix and ray setback settings, ui cleanup
10 Months Ago
Got the boomerang doing a little curve a few seconds after throwing
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Added more working weapons to v4 loadout + ammo
10 Months Ago
updated slight model offset in rock entity
10 Months Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
10 Months Ago
merge from main
10 Months Ago
Kill the boomerang properly on hit
10 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
10 Months Ago
Boomerang rotation now based on its speed
10 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
10 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
10 Months Ago
anim fixes for lr300
10 Months Ago
Get proper hit material from ray
10 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
10 Months Ago
merge from premium_servers
10 Months Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
10 Months Ago
main -> boomerang
10 Months Ago
bee_rebalance -> main
10 Months Ago
Balance multiswarm damage
10 Months Ago
Update hit animation frame range to remove double swing
10 Months Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
10 Months Ago
Working rebalance for single swarm attacks
10 Months Ago
Merge from blowpipe
10 Months Ago
Ensured time since spawned swarm is set on init properly
10 Months Ago
10 Months Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
10 Months Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
10 Months Ago
Fix editor spawning two bee swarms at once
10 Months Ago
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion. Tests: ran unit tests Tests:
10 Months Ago
fixes for shake from deploy to idle on ak
10 Months Ago
weapon updates
10 Months Ago
Optim: GetWaterFactors now maintains a stable transform cache - We now use a burst job to gather transform info for all players (ends up being fast enough to not care) - Updated perf test to count for a "warmup" run, since we incrementally build the transform cache Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims Tests: unit tests
10 Months Ago
Constrain croc and tiger to jungle biome Increase croc population
10 Months Ago
Fix compile error
10 Months Ago
Syntax error
10 Months Ago
Hazmats still nullify all damage coming in from bee stings (stab damage)
10 Months Ago
Merge from crocodile + tiger
10 Months Ago
Fixed incorrect PremiumClientCache refresh delay