136,034 Commits over 4,444 Days - 1.28cph!

5 Years Ago
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
5 Years Ago
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5 Years Ago
hook up sofa deploy/destroy sounds
5 Years Ago
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5 Years Ago
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
5 Years Ago
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain Ensure GenerateDungeon always places its result underground
5 Years Ago
Added underground volume / terrain trigger / water trigger to tunnel pieces
5 Years Ago
updated generic sitting pose
5 Years Ago
Phrases
5 Years Ago
Updated Sofa repair and pickup item
5 Years Ago
base mounted state to handle disabling navigation.
5 Years Ago
merge from main
5 Years Ago
Backup
5 Years Ago
SE Splats
5 Years Ago
merge from main
5 Years Ago
autoturrets now auto reload after adding weapon/ammo
5 Years Ago
Added mirrored variants of the transition pieces
5 Years Ago
mounted event ui + fixes
5 Years Ago
Hide the button to break items down if any of the selected items is worth $1 USD or more on the market
5 Years Ago
Splat backup
5 Years Ago
IsMounted event prefab, manifest update
5 Years Ago
Loot barrels - fixed display texture resolution problem Took the opportunity to refresh textures a tad Fixed import options calculating normals instead of importing them, caused seams
5 Years Ago
Adding gibs for old_sofa
5 Years Ago
updated wip camper module
5 Years Ago
gib adjustment
5 Years Ago
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
5 Years Ago
Plugging the new prefabs into dungeon_grid_test
5 Years Ago
Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes - Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes
5 Years Ago
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
5 Years Ago
Added IAIMounted interface, implemented for scientists. Added IsMounted event. Added scientist dismounted state.
5 Years Ago
merge from main
5 Years Ago
Simpler SAM site check for now. Keep the check of whether the HAB is inflated, but remove the checks for vehicle occupancy.
5 Years Ago
Merge SamSiteVsHAB -> Main. SAM sites now ignore uninflated hot air balloons, and ignore grounded vehicles with no one inside (airbourne HABs or helis with no one inside are still targeted).
5 Years Ago
Compilation fix
5 Years Ago
Sam sites no longer target grounded minicopters with nobody mounted. When in allTarget mode, all grounded vehicles with no one mounted are ignored. OLD BEHAVIOUR: - alltarget ON targets all BaseCombatEntities nearby at a higher elevation - alltarget OFF targets any Hot Air Balloon/Minicopter/Scrap Heli nearby at a higher elevation NEW: Same as above, but both scenarios have an additional check to only fire on vehicle targets if they have someone mounted OR they are an air vehicle that is currently in the air
5 Years Ago
Splats
5 Years Ago
Don't allow breaking down anything still purchasable in the store
5 Years Ago
Show the 'not scrappable' message if any of the selected items are not scrappable
5 Years Ago
Display total market price of the items selected on the Steam item crafting screen
5 Years Ago
Biome map
5 Years Ago
Pre-splat elevation tweaks
5 Years Ago
SAM site don't target Hot Air Ballons that aren't inflated
5 Years Ago
Update SamSite "allTarget" var description to be more accurate
5 Years Ago
Merge WorkcartRotation -> Workcart
5 Years Ago
Flip everything around in code to cover the rotated train
5 Years Ago
Merge from voiceprops
5 Years Ago
Clear the currently entered phone number before calling a phone directory entry
5 Years Ago
Merge from main
5 Years Ago
Update mount point
5 Years Ago
Update glass and glass FX to new rotation