199,462 Commits over 4,140 Days - 2.01cph!

10 Years Ago
water_treatment_plant sewer ladder path unblocked fixed a few little gaps between pipelines
10 Years Ago
Foundation step exploit fix
10 Years Ago
By default, allow admins to use their noclip cheat even on antihack userlevel 2
10 Years Ago
AntiHack debuglevel is 2 in the editor
10 Years Ago
- Laser link now does % health every damage tick - Added hit effect to laser link
10 Years Ago
-some more profiler hooks (tho they bring no joy) -ThreadedAffectorData changed to use fixedarrays, be a class, and be reused in InfluenceMap
10 Years Ago
added new trees and tree roots to temple court, added wip shader and tweaked lighting
10 Years Ago
Include default key config on osx
10 Years Ago
- Set Laser Link cooldown to 15 seconds
10 Years Ago
baked out tree roots and created tree root textures
10 Years Ago
reload happens automatically when switching ammo types if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
10 Years Ago
merge from main
10 Years Ago
merge from main
10 Years Ago
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
10 Years Ago
merge into main reload happens automatically when switching ammo types if pressing and holding reload key with only one ammo type, reload will happen (more responsive) fixed quarry hiding items
10 Years Ago
merge into main reload happens automatically when switching ammo types if pressing and holding reload key with only one ammo type, reload will happen (more responsive) fixed quarry hiding items
10 Years Ago
Got stuff working at runtime again.
10 Years Ago
Don't split textures into different bundles (loadtime vs diskspace)
10 Years Ago
Sky WIP
10 Years Ago
UNET relay test
10 Years Ago
Fixed per-pixel lit particles with rotation; hard limited to 2 lights
10 Years Ago
Added lit particle test scene
10 Years Ago
Triangle foundation exploit fix
10 Years Ago
Missing files
10 Years Ago
-InfluenceThreadManager is a proper ManagerSingleton now.
10 Years Ago
* Fixed yet another DDoS exploit * Added ISteamUGC to IGet * Moved some steamworks.* Lua functions to ISteamUGC
10 Years Ago
Use scaled time for client tick + lerp (timescale debugging weapons)
10 Years Ago
Fixed client rpc prediction cull not working (own weapons effects playing twice)
bot
10 Years Ago
Automated Linux Build #76
10 Years Ago
Fixed insane plant growth in shallow lakes
10 Years Ago
- GoalPlanVariant creates BehaviourChain - Added GPV.OnCompleted event - GPV.Add and GPV.Clear deferred methods for BehaviourChain - BC no longer creates BehaviourPlans from settings in constructor - Added abstract BehaviourPlanTypes property to BehaviourPlanSettings
bot
10 Years Ago
Automated Windows Build #76
10 Years Ago
Fixed being able to open chat when it's disabled
10 Years Ago
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10 Years Ago
- DecisionPlan stored property in Goal/GoalPlan, not a field.
10 Years Ago
Basic collider generation. Pretty fast!
10 Years Ago
shotgun shell fires +2 projectiles handmade shell projectile count doubled, damage halved eoka spread increased ( less useless)
10 Years Ago
Added input Reset To Defaults Added mouse blocking canvas when binding a key Fixed options starting on wrong screen
10 Years Ago
Reset item.removeTime on load serverside, to avoid items falling into limbo
10 Years Ago
Fucking water texture fuck the fuck off
10 Years Ago
- Ensure all Items which are flagged as Consumable have the Consume Interaction - Goal data tweaks
10 Years Ago
- BehaviourChain.EnactInteractionDecision uses Decision.Context.InteractionPlan.SmartObject as target instead of Decision.Context.Target
10 Years Ago
fix for reload delay
10 Years Ago
-merged new bits and bobs about IMs
10 Years Ago
combined all underwater world fx into one super prefab.
bot
10 Years Ago
Automated Linux DS Build #76
10 Years Ago
FOR FUCK SAKE prefab room !A asteroid group model
10 Years Ago
added a ripple effect to the water bucket when the player moves around
10 Years Ago
melee ranges slightly increased across the board
10 Years Ago
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments