198,617 Commits over 4,140 Days - 2.00cph!

4 Years Ago
Fixes for buoyancy sleep checks.
4 Years Ago
potential AI stall fix
4 Years Ago
Hammer: Fixed custom "detailmaterial" not showing in the editor
4 Years Ago
removing overgrowth scene from scene to prefab 'loop'
4 Years Ago
Prefab nesting to preserve links and enabled batching on more props
4 Years Ago
Hammer: Added targetname keyvalue to light_environment (with a warning about file size) and updated the key names and help text of other keyvalues to better explain what each key does.
4 Years Ago
merge from main
4 Years Ago
revert changes to buoyancy script
4 Years Ago
Hammer: Fixed custom detail.vbsp in map properties not having an effect in the editor itself
4 Years Ago
skin approval
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
navigator tick experimental changes
4 Years Ago
Hammer: Added icons for env_sun, point_template and info_lighting_relative, adjusted icons for env_skypaint, lua_run (To remove the ugly white lines around the image) and info_lighting
4 Years Ago
Scene 2 Prefab
4 Years Ago
Shadow proxies - part 6
4 Years Ago
Update animal AI design to now use StateError and StateFinished when roaming
4 Years Ago
merge from main RC
4 Years Ago
Merge from main
4 Years Ago
Shadow proxies - part 5
4 Years Ago
updated mil tunnel scientist AI design
4 Years Ago
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4 Years Ago
small Chase / TakeCover state improvements & cleanup
4 Years Ago
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4 Years Ago
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4 Years Ago
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them. Animal roam state now returns to home point if no suitable roam points are found from current position.
4 Years Ago
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4 Years Ago
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4 Years Ago
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
4 Years Ago
Carry out repeated UnparentDelayedCheck checks a bit less frequently
4 Years Ago
Clean up the list, remove any orphaned failed IDs that aren't children anymore
4 Years Ago
Prefabed oilrig structures to make updates easier Shadow proxies pass on oilrigs
4 Years Ago
Expands on Jarryd's post-unparent-failure safety check. Instead of checking once, keeps checking at intervals until it's confirmed that the player is outside the bounds and unparented
4 Years Ago
removing old residential buildings prefabs
4 Years Ago
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
4 Years Ago
Fix inverted ShouldUnparent
4 Years Ago
Commit Jarryd's backup check: "0.5s after we reject an Unparent check all parented players to see if they are still around and unparent any that are invalid"
4 Years Ago
Be safer with the padding check (won't affect work cart as it has 0 padding anyway)
4 Years Ago
Merge trigger exit fix -> Workcart
4 Years Ago
tweaking shadow casters on a handfull of prefabs
4 Years Ago
Potential fix for falling off back of workcart issue: Check bounds intersect when unparenting (we already do this when parenting) New check is behind a bool so it's only enabled on the workcarts Changed Train Engine shut off logic to check if any players are parented to it rather than checking trigger contents (since a player could now leave the trigger but still be considered parented as it's enclosed in the volume)
4 Years Ago
Subtract continuous physics change since it didn't help
4 Years Ago
Switch workcart from Discrete to Continuous Speculative
4 Years Ago
Remove the extra trigger check at the end of the base player tick since it didn't help the issue
4 Years Ago
Add teleport2death convar to go to the last death location
4 Years Ago
When winning a jackpot (anything that shoots confetti) block pulling for 4 seconds
4 Years Ago
Merge Main -> Workcart
4 Years Ago
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4 Years Ago
Merge from main