224,802 Commits over 3,714 Days - 2.52cph!

9 Years Ago
Added combo meter for rallies
9 Years Ago
Fixed torch lit sound not reacting to sound sliders
9 Years Ago
Shutters Sockets not conflicting with window.bars collision Added the rest of hinges to wood and metal tier window frames Texture tweaks
bot
9 Years Ago
Automated Linux DS Build #25
9 Years Ago
Fixed door placement on triangle floor
9 Years Ago
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
9 Years Ago
Fixed melee weapons thrown at barricades damaging the thrower
9 Years Ago
FindItem RunImplementation tweak
9 Years Ago
Fixed door close sound playing with first interaction of door Added BaseEntity.Flags.Busy Cannot interact with doors while closing or opening
9 Years Ago
-removed useless vec2 allocations -caching IQ objects in Zone+InfluenceMaps
9 Years Ago
Optimized ItemManager's FindBest* functions a bit by way of caching.
9 Years Ago
Set some DSEs to debug
9 Years Ago
Breeding group tweak to avoid stupid shelter seeking behaviour
9 Years Ago
FindItem fixes, removed IM considerations from most DSEs
bot
9 Years Ago
Automated OSX Build #25
bot
9 Years Ago
Automated Windows Build #25
bot
9 Years Ago
Automated Linux Build
bot
9 Years Ago
Automated Linux DS Build #24
9 Years Ago
Added atmospheric rain music
9 Years Ago
* Added new soundscript stuff from TF2 update & new map icons * Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect * Added CNewParticleEffect.IsValid() * Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset ) * Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up ) * Added CNewParticleEffect.SetSortOrigin( Vector origin ) * Added CNewParticleEffect.GetEffectName() - Returns string * Added CNewParticleEffect.StartEmission( bInfiniteOnly = false ) * Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false ) * Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem * Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) * Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
9 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
9 Years Ago
batched meshes, wall.window socket update wood shutters prefab, anims
9 Years Ago
FindItem improvements
bot
9 Years Ago
Automated OSX Build
9 Years Ago
GC opt in UnitCanFindCraftingItems/FindItem
9 Years Ago
Removed deprecated FFT code
9 Years Ago
YAMfM
9 Years Ago
- Placeholder collect item update
9 Years Ago
Merged latest water changes to main
9 Years Ago
Merge from main
9 Years Ago
Latest water changes
9 Years Ago
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9 Years Ago
More GC hunting
9 Years Ago
merge from main
9 Years Ago
Tone down yesterday's ssr tweaks a little bit
9 Years Ago
all chopper gibs are two sided
9 Years Ago
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9 Years Ago
Bucket of fixes for signs/banners
9 Years Ago
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9 Years Ago
Thrown weapon fixes
9 Years Ago
cleaned up temple ref folder
9 Years Ago
YAMfM
9 Years Ago
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9 Years Ago
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9 Years Ago
Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
9 Years Ago
Fixed index range errors in Stat+Tickable
9 Years Ago
- Removed some shit from town scene
9 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
9 Years Ago
- Can no longer damage off-screen stuff
9 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby