256,437 Commits over 4,018 Days - 2.66cph!

8 Years Ago
creeping plants / flowers custom normals pass for volume lowered cutout to .21 for distance volume
bot
8 Years Ago
Automated Windows Build #538
8 Years Ago
fix for wrong formations
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8 Years Ago
Automated OSX Build #538
8 Years Ago
concrete_h mask
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8 Years Ago
Automated Linux Build #538
8 Years Ago
Fix? for players getting opponent's squad
8 Years Ago
* Fixed Weapon.LastShootTime being always 0 serverside * Added Weapon.SetLastShootTime( time=curtime ), shared * Small GitSync - TTT and default godmode setting for sandbox MP
8 Years Ago
Fixed binds sometimes printing out null Fixed ent commands bound to keys getting fucked up
8 Years Ago
Enabled forward rendering support on terrain and terrain-blend shaders Disabled snow accum when painting is enabled (was running out of samplers)
8 Years Ago
- Fixed issue with auto turret ak not displaying - Added ak lods to auto turret
8 Years Ago
AH logs are warnings (yellow)
8 Years Ago
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
8 Years Ago
Enabled time.pausewhileloading by default
8 Years Ago
Merging more AI work from Main
8 Years Ago
Making sure all maps somewhat support AI
8 Years Ago
Balance tweaks. Made cops less accurate.
8 Years Ago
Minor fix for and issue that stopped cops from aiming in certain situations.
8 Years Ago
Merging in AI goodness
8 Years Ago
Cops aim in a more real-time way.
8 Years Ago
Fixed pistol getting deselected in some cases when reloading in vehicles.
8 Years Ago
More UI text component replacement
8 Years Ago
biter melee fix
8 Years Ago
Initial implementation of location and mood based snapshot blending.
8 Years Ago
NavMesh update
8 Years Ago
Fixed NPCs no longer getting hit by vehicles. Set Obstacle Avoidance on the NPC NavAgent to NONE because otherwise vehicles cannot hit them - they simply flow out of the way no matter what the speed. With it off, stationary vehicles are still pathed around as they carve out the navmesh itself when not moving. If we want to have Obstacle Avoidance on, we'll need to manually disable the NavMesh Obstacle vehicle component whenever vehicles are moving. And DON'T test changes in combined client+server mode, it works differently.
8 Years Ago
bit more
8 Years Ago
camera turn speed increase
8 Years Ago
Durational actions + UI stuff
8 Years Ago
CodeGen
8 Years Ago
updating max files to work with max 2016
8 Years Ago
Custom collisions for L&R armored double doors - can shoot your face through
8 Years Ago
Added concrete_h texture
8 Years Ago
max concept art scenes
8 Years Ago
Nav obstacle on vehicles
8 Years Ago
merge from main
8 Years Ago
merge from main
8 Years Ago
cherry picking 18836
8 Years Ago
Updated foliage shader with barebones down version of Standard (wip)
8 Years Ago
Tunes.
8 Years Ago
cherry picking 18817
8 Years Ago
fixed ak47 holdtype
8 Years Ago
Removed forward passes from grass shader
8 Years Ago
test
8 Years Ago
fixed the material on the 3rd person shell casings
8 Years Ago
double armored door hatch functional smoother movement on hatch open/close phrases
8 Years Ago
FIxed (?) rabbit anims
8 Years Ago
Fixed NRE in collections debug gizmos
8 Years Ago
Added group collection support condition, tweaked groups data and herd AI module
8 Years Ago
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