194,467 Commits over 4,079 Days - 1.99cph!

5 Years Ago
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5 Years Ago
Convars
5 Years Ago
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5 Years Ago
Fixed a crash with npc_alyx shooting on a server with no players
5 Years Ago
Hammer and entity templates can now properly handle post L4D1 map entity IO (ESC delimiter instead of a comma)
5 Years Ago
Moved files from dropbox to plastic
5 Years Ago
Updated vents_large with the latest version
5 Years Ago
Fixed sphere tank monument barrel spawners max population exceeding the amount of spawn points (barrels spawning inside each other)
5 Years Ago
merge from main
5 Years Ago
merge from pickfruit_los
5 Years Ago
Changed portacabin glass coliders to glass instead of generic
5 Years Ago
Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
5 Years Ago
Made glass coliders on portacabins double-sided
5 Years Ago
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5 Years Ago
Reduced checker effect on excavator splats (involved normalizing and channels balance.
5 Years Ago
Added convar to enable / disable SRP batching. Added support for terrain instancing.
5 Years Ago
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
5 Years Ago
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
5 Years Ago
Fixed edge case that was causing duplicate road connections on a single monument road connection point
5 Years Ago
Fixed allowing deployment through reinforced glass
5 Years Ago
Monument scene updates (smoother road connections, some additional trail connections)
5 Years Ago
Merge from elevator_block
5 Years Ago
NRE fix
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
State containers implementation. AI Serialization. Protobuf changes. Build fixes. State changing can use state containers, initial state, etc.
5 Years Ago
Merge from main
5 Years Ago
Merge from elevator_block
5 Years Ago
The Push Button will now send a small burst of electricity when pressed, even if it has no input
5 Years Ago
Merge from main/cameraswitching
5 Years Ago
Merge from main
5 Years Ago
Some cinematic commands for managing multiple cameras: debug.listcameras lists every camera debug.setdisplay modifies the target display of a given camera debug.solocam enables the given camera and turns off all others (except the gameplay camera)
5 Years Ago
Added a screenshake when the elevator arrives at a floor
5 Years Ago
Horses now parent to elevators Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
5 Years Ago
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
5 Years Ago
Organizing hierarchy & collapsing where possible for better performance. Mega cleanup of obsolete clutter & broken prefabs. Various other improvements.
5 Years Ago
Increased elevator health (250 -> 600)
5 Years Ago
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
5 Years Ago
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
5 Years Ago
Increased elevator speed (time per floor 3s -> 2s)
5 Years Ago
Moved elevator to electrical category
5 Years Ago
Restored menu background videos
5 Years Ago
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
5 Years Ago
Merge from main
5 Years Ago
Merge from platform_types
5 Years Ago
Disable aantihack for spectators Set main camera resolution a different way because the one I did before doesn't work
5 Years Ago
serialization wip
5 Years Ago
Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
5 Years Ago
Added push field support to path finder Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)