141,496 Commits over 4,383 Days - 1.35cph!

2 Years Ago
missing textures
2 Years Ago
first pass on final textures, material setup
2 Years Ago
Merge from main
2 Years Ago
Moved a container spawn point to the other side of the road in harbor_2 so the move won't require the crane to clip through the cargo bridge (hopefully) Full S2P of both harbors with HLOD
2 Years Ago
merge from server_tree_colliders
2 Years Ago
merge from tutorial_island
2 Years Ago
merge from visualshader
2 Years Ago
Use the highest point out of all of the spawn points as the "ceiling" of a set of container moves - fixes containers clipping through other containers on the cargo ship during movement when being placed lower than the top layer of containers.
2 Years Ago
Fix containers getting spawned too high if a cargo ship docked at the same port multiple times while a server was up
2 Years Ago
merge from editor_compare_client_server_fields
2 Years Ago
Add a crush trigger to the bottom of the harbor containers when descending
2 Years Ago
Fixed a case where harbor cranes would spawn and have slightly different arm angles between client and server, leading to flyhack kicks due to differing collider positions
2 Years Ago
Snowmobile orientation fix
2 Years Ago
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
2 Years Ago
LODs progress
2 Years Ago
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest Fixed swing bridge not marked dynamic LOD Fixed new cranes missing metal bullet impact fx
2 Years Ago
Fixed misaligned harbor drop points
2 Years Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors
2 Years Ago
Materials
2 Years Ago
Handling tweaks
2 Years Ago
Added a collider to the arm piece that grabs containers on the crane Fix container dressing prop LODs not marked as dynamic
2 Years Ago
Further handling work. No longer need smoothSteerAngle var.
2 Years Ago
Merge from main
2 Years Ago
Undo acciddental bootstrap physics edit
2 Years Ago
Improved bike handling
2 Years Ago
Add sidecar bike to my test map
2 Years Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
2 Years Ago
Added a more accessible harbor 2 cargo path
2 Years Ago
Push prefab
2 Years Ago
fixed ramp/bridge mesh overlapping when rotating
2 Years Ago
updated swing bridge
2 Years Ago
progress
2 Years Ago
Add LOD fading integration
2 Years Ago
Added SSS support - doesn't pass through to deferred stage but compiles
2 Years Ago
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022 Set default max list size to 1,000 Don't pool any lists > 1k
2 Years Ago
minigun spin + gunshot sound WIP
2 Years Ago
Fixed a longstanding crash with CSoundPatch usage Fixed some Lua functions having unused arguments Fixed a crash on exit to do with panels Fix playermodel drifting away in prop_vehicle_crane when holding W or S Fix tiny amount of damage (<0.1) reducing a whole armor point This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it Allow prop_vehicle_crane to receive damage events when player hitbox is not hit Added hitboxes to crane_docks.mdl This was a giant waste of time because it still doesn't work, but at least the hitboxes are there...
2 Years Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
2 Years Ago
Fixed Fluid Switch Pump being unwirable
2 Years Ago
Screen content iteration. Oscilloscope.
2 Years Ago
Fixed incorrect terrain height in harbor 1
2 Years Ago
Reserialized materials
2 Years Ago
Re-add text null check
2 Years Ago
Subtract broken prefab
2 Years Ago
Re-enable tooltip text for single vendor names
2 Years Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
2 Years Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
2 Years Ago
Fix nexus map not appearing until you close and reopen it
2 Years Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
2 Years Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers