200,020 Commits over 4,140 Days - 2.01cph!

2 Years Ago
Apply BoneRetarget script to scientist nvg suit head lights
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Fixed elevator button not opening the doors at a given floor if you press the corresponding button while the elevator is idling at that floor
2 Years Ago
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
2 Years Ago
Fix not writing normal characters when escaping string
2 Years Ago
Ignore NPCs when calculating aggregate items on a server
2 Years Ago
Updated names of the CCTV cameras Added new camera that allows you to see the exit from a different angle Added interior lights to some exterior buildings Added light poles near chainlink gates to further highlight the entry points at night Added a light near the exit to help with CCTVs at night Scene2prefab
2 Years Ago
Oops
2 Years Ago
Close eyes of players who transferred servers and are still loading in
2 Years Ago
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2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
biweekly fix
2 Years Ago
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2 Years Ago
merge from sentry_staging_fix
2 Years Ago
Fix sentry looking for outdated "main" branch, instead look for release via "experimental/release" & "release"
2 Years Ago
guards/peacekeepers can't be blinded
2 Years Ago
Updated remaining relevant scientist AI designs with blinded state container
2 Years Ago
Movement tweaks. Simplify implementation. AI design.
2 Years Ago
16x8 frame setup. More optimal for the duration.
2 Years Ago
Make GitHub Actions build only 1 job a time
2 Years Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
2 Years Ago
Merge from main -> gameplay_metrics
2 Years Ago
Fix loot marked as "not in monument" when category is an empty string
2 Years Ago
Added IsBlinded AI event. Implementation and UI prefab.s
2 Years Ago
6point shader test setup for Diogo
2 Years Ago
stairs spiral triangle and landing offset fix
2 Years Ago
BaseBlindedState, scientist BlindedState. Added AIState.Blinded type. Added AIDesign.GetFirstStateContainerOfType function. Brains can toggle if they can be blinded or not. Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
2 Years Ago
merge from main
2 Years Ago
merge from invokehandler_nre
2 Years Ago
merge from steam_nickname_improvements
2 Years Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
2 Years Ago
Merge from main
2 Years Ago
LOS check
2 Years Ago
fixed mismatch - collider displayed instead of visual mesh
2 Years Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
2 Years Ago
merge from building_skins_3
2 Years Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
2 Years Ago
added foldable targeting computer for paddy
2 Years Ago
Adobe skin simple stair is see through - updated colliders and gibs Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
2 Years Ago
merge from ai_aboveground
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
merge from nms
2 Years Ago
merge from building_skins_3
2 Years Ago
network++
2 Years Ago
merge from nuclear_missile_silo