134,347 Commits over 4,293 Days - 1.30cph!

3 Years Ago
merge from navmesh_spam_fix
3 Years Ago
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
3 Years Ago
new textures for industrial light fixtures updated meshes, added an extra LOD in the lod chain updated related lighting prefabs tweaked emissive in materials to relfect changes
3 Years Ago
Merge from water5_final
3 Years Ago
Fixed normals missing entirely from rivers (and I think lakes)
3 Years Ago
Fixed diver torch animation transitions (set to 0 transition speed as the override changes immediately)
3 Years Ago
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
3 Years Ago
Use vehicle spawn points for tugboat instead of generic ones
3 Years Ago
- Added two spawners for tugboats to each of the two harbour monuments - Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
3 Years Ago
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
3 Years Ago
Remaining LOD groups
3 Years Ago
3p torch updates, override updates
3 Years Ago
Prevent Building volume for the Cargo Ship. Branched for now until we solve the breaking ladder placement.
3 Years Ago
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
3 Years Ago
LOD consistency progress
3 Years Ago
Fix some NPCs that create entities crashing when at the entity limit Sandbox tool & constraint library improvements when at entity limit Added filter_activator_context and filter_activator_model Added new inputs/outputs to func_tracktrain New inputs: * SetMaxSpeed * MoveToPathNode * TeleportToPathNode * LockOrientation * UnlockOrientation Outputs: * OnArrivedAtDestinationNode
3 Years Ago
Tugboat control panels update Tweaked door frames to match standard door Added a custom tugboat door variant that matches standard door sizes Tweaked tugboat cabin and added a driveable version of the mesh again
3 Years Ago
LODgroup consistency progress/backup
3 Years Ago
Worldmodel LOD consistency WIP
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Controlling colors from C# sorta works.... but not really
3 Years Ago
Fixed toolgun worldmodel materials all being in the wrong order
3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from shader-improvements
3 Years Ago
Cherry picked 83538
3 Years Ago
Cherry picked 83457
3 Years Ago
Ambient lighting fix
3 Years Ago
All weapon worldmodels into the testmap
3 Years Ago
Cherry picked 83356, 83382, 83383
3 Years Ago
Fixed python worldmodel LOD3 being offset
3 Years Ago
Merge from shader-improvements
3 Years Ago
Subtracted 83560 => merge from shader-improvements/merge
3 Years Ago
Fixed GetGroundInfo missing ocean hits Fixed GetMaterialAt not supporting ocean hits Fixed water footsteos spawning at terrain level instead of ocean level
3 Years Ago
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
3 Years Ago
Merge from shader-improvements/merge
3 Years Ago
Fixed so instanced rendering will show for entities not in network range Small refactor
3 Years Ago
Fixed shipping_container_skin material missing randomization tint map
3 Years Ago
Disable instanced rendering on concrete barricade & sandbag (they have skins)
3 Years Ago
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
3 Years Ago
Added fluorescent sound buzz when enabled.
3 Years Ago
Flare color fix that got messed up in a Unity crash.
3 Years Ago
Merge from shader-improvements/merge
3 Years Ago
Forgot to add the flare to the on state.
3 Years Ago
On/off functions Temp file cleanup
3 Years Ago
WeaponRack lighting rework.
3 Years Ago
Added reflection.forceupdate convar to quickly update world reflections even if stationary