130,918 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Added base layer occlusion and detail blend layer; updated shader inspector
2 Years Ago
Setup Bath Tub Planter Folder Structure Added Bath Tub Planter Textures, Materials, FBX, GIB FBX, COL FBX Setup Basic Bath Tub Planter Prefab Setup Bath Tub Planter Materials, LODS, GIBS
2 Years Ago
Testing out storing a user id in a skull item as well as the name
2 Years Ago
Delete the empty gibs mesh, we'll just use the full gibs Icon
2 Years Ago
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
2 Years Ago
Splashable, igniteable, gibs, condition, save/load
2 Years Ago
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
2 Years Ago
Update FP.BurstCloth with a bunch of constraint logic changes Re-tweak all materials since the update has different parameters now Fix ghost costume bones being out of order (breaks sibling constraints!)
2 Years Ago
Initial torch implementation
2 Years Ago
Reinstate IsVisible changes
2 Years Ago
Added support for frontier door to open in both directions based on what side the player is on
2 Years Ago
missing file
2 Years Ago
more frame wip
2 Years Ago
Manifest, id fixes Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door Added a player inventory config for testing
2 Years Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
2 Years Ago
Play a bear roar sfx during the bear mission conversation
2 Years Ago
Don't play sfx for pings created by the mission objectives
2 Years Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
2 Years Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
2 Years Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
2 Years Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
2 Years Ago
merge from io_bed_issue
2 Years Ago
merge from cached_browser_tag_fix
2 Years Ago
█▅▋█▇█ ▉▌█▌▄ █▋▄ ▆██▆▄, ▄▊ ▉▄▅ ▊▆▅▆▅▇▋ ▄▋▌█▊▅▊▄ ▉█▆▊ █▆▆▊▅
2 Years Ago
▇▉▇▍ █▊▊▌▆▅▊▌ ▇▍▌▅ ▊▄▍▆
2 Years Ago
merge from main
2 Years Ago
▇▄▍▉ ▉▍▋▌▍▇▅▇
2 Years Ago
3p hmlmg hand clipping fix
2 Years Ago
Final grading for L. Light emission driven by its own entity to simplify.
2 Years Ago
viewmodel glove skinning fixes - diversuit skinning fixes - scientist suit skinning fixes - hazmat skinning fixes - boneknife base file update with correct bone positions - boneknife prefab updated - combat prefab updated
2 Years Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
2 Years Ago
▉▊█▇▌ ▌▄▆▅▌▄▉ ▊▅▍▉██▉▊▅▌▌ █▋▄▋ █▍▄▋▄▅▇ ▌▌█▋▋▋▌▍▋ ▆▆▉▅▌.
2 Years Ago
Rail keeps more distance from monuments
2 Years Ago
Added player skeleton to HuntingTrophy_small Added chicken head to HuntingTrophy_small Texture tweaks for HuntingTrophy_small
2 Years Ago
Set the missing material in the entrance prefab
2 Years Ago
Added missing concrete pavement material
2 Years Ago
More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen
2 Years Ago
merge from DraculaCape
2 Years Ago
Regenerating all rail splines
2 Years Ago
Network++ Enabled Halloween event Enabled scarecrowpopulation Enabled scoreboard Switched collectables to halloween themed Added bone collectables Updated ambience Enabled candy vision Updated menu video Frank table default craftable Updated loot tables Enabled halloween portals with a population of 1
2 Years Ago
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
2 Years Ago
merge from main
2 Years Ago
Adding back prevSign workaround
2 Years Ago
Better TerrainPath cliff and decor topology handling
2 Years Ago
phrases / codegen checks
2 Years Ago
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail) GenerateRailLayout cleanup for BlockedPointsAdditional TerrainPathConnect center point calculation fix in GenerateRailLayout Removing prevSign workaround from GenerateRailLayout
2 Years Ago
Pathfinder directional algorithm updated to new heuristic
2 Years Ago
PathFinder int overflow fix that led to crazy paths
2 Years Ago
Mesh.quality affects DecalCull component
2 Years Ago
Look at the conversation NPC's actual model head instead of the static eye position