198,617 Commits over 4,140 Days - 2.00cph!
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new train tunnel elevator movement sound
minor reverb tweaks
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105
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Remove debug code from Browse > Addons
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Fixed the default screen resolution selection so it should now select the desktop resolution
Hammer: Added info_lighting_relative to the fgd
Hammer: Added (Set)LightingOrigin(Hack) inputs and keyvalues to prop_dynamic and all NPCs and (Set)ModelScale for prop_physics, prop_dynamic and NPCs
workcart gibs correctly assume override colors
temp fix for underground gunshots being heard on the surface
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
Hammer: Fixed unintentional auto vis group rebuilds due to recent changes when scrolling textures in the Face Sheet tool, or applying the same texture to a face (i.e. not changing the texture)
warning when dungeon navmesh fails to build
Train friction sparks FX into a basic prefab until we implement it.
Fixed first file embedded in the BSP not being able to be decompressed
delay respawn during puzzle reset until spawn points are available
Hammer: KeyValue copy & paste now properly pastes the spawnflags (and updates the UI)
Shadow proxies for Props folder content
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank.
Added BaseNavigateHome state.
Chase state improvements.
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Workcart volume tweaks - hopefully improve players falling out
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Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
Simplify the too-complex TryFindClearSpaceNear system. Simply destroy work carts that spawn on the track near others
WIP stopping work carts from spawning right where other work carts are. Try to find a clear space further down the track
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
Increased static elevator speed (2.5 -> 3.5)
S2P
wrap NPC navmesh error under developer 1
workcart barricade damage sound
workcart sound volume tweaks
Fix for NRE in buoyancy script
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Localize the "Failed to find any models for this addon" message and do not allow trying to open floating .gmas on workshop through Spawnmenu
Maintain nicer sorting for numbers in DListView column sorting
Added lua_dumpfonts(_menu) for debugging
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text