198,704 Commits over 4,140 Days - 2.00cph!

10 Years Ago
- Fixed Player:GetEyeTrace() not working correctly with lag compensation - Moved GetConVarNumber and GetConVarString to Lua for better performance
10 Years Ago
Prefab scene updates
10 Years Ago
Organization
10 Years Ago
Organization
10 Years Ago
Organization
10 Years Ago
Prefab scene updates
10 Years Ago
Prefab scene updates
10 Years Ago
Airfield compound wall rotation fixes
10 Years Ago
Removed some old placeholder radtowns
10 Years Ago
Organization
10 Years Ago
10 Years Ago
Prefab scene updates
10 Years Ago
Updated Igor Controller with win/lose Added win/lose states to rules
10 Years Ago
Support for all mapping tools in prefab scenes
10 Years Ago
- More experimenting
10 Years Ago
satellite dish dungeon rework - backup
10 Years Ago
military tunnel 1 progress backup
10 Years Ago
Updated Mavis smash, removed jolty movement on motion bone
10 Years Ago
Updated Mavis smash, removed jolty movement on motion bone
10 Years Ago
- More ability stuff
10 Years Ago
Found out why generation is SLOW as FUCK.
10 Years Ago
unwrapped stairs roots 2 on temple court
10 Years Ago
Steamworks tweaks
10 Years Ago
Moving attachment editor crap out of HumanViewEditor and into new AttachmentEditor window
10 Years Ago
Water materials
10 Years Ago
Removed/fixed SSAO command buffer hack to match latest water2 changes Fixed missing global params in water2
10 Years Ago
Better fly swarm motion/texture
10 Years Ago
path depth adjustments - several dungeons moving a few blockers
10 Years Ago
Supert WIP, so nothing to see here just yet @billowe !
10 Years Ago
Merge from main
10 Years Ago
Clouds WIP
10 Years Ago
missing meta more culling optim for dungeons
10 Years Ago
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
10 Years Ago
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance. - More reaper bros
10 Years Ago
PerformanceReport format fixes
10 Years Ago
-camera spawns nicely even with no tribe created.
10 Years Ago
- AIFollowMovement component now copies the movement values of target properly - Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers - More Reaper Bros wip
10 Years Ago
Missing ladder models
10 Years Ago
Road mesh offset scales with road terrain adjustment offset
10 Years Ago
Without Google Analytics
10 Years Ago
Mesh offset fix
10 Years Ago
Padding and fade of hand placed road segments are adjustable
10 Years Ago
-YAMfM -moved temperature validating onto BiomeManager cause hey, since it now exists it seems like a better place to do it.
10 Years Ago
Limited road meshes zfight Culling pass on powerplant_1/military_tunnel_1
10 Years Ago
Made height offset of hand placed road segments in dungeons adjustable
10 Years Ago
-deleted a now unnecessary enum
10 Years Ago
-updated statmodifiers to use a single class, in a manner reminishent of statLinkerBasic -updated Biomes min-max temperature for those got wiped at some point somehow and broke temperature calculation -also added a check for that in Zone+Biome to send out a warning -updated all statmodifier assets to work with the new system (thank you oh lord of the regexes)
10 Years Ago
Quick grouped mesh culling script for Vince
10 Years Ago
Server compile fixes
10 Years Ago
military_tunnel_1 progress loot crates placement and polish