157,340 Commits over 4,536 Days - 1.45cph!

3 Years Ago
updates
3 Years Ago
Actually just don't bother trying to read 0 bytes from a file
3 Years Ago
Fixed "cc_lang: invalid language" with empty cc_lang Bumped MAX_MAP_OVERLAYS to 8k from 1k Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA MAX_MAP_TEXDATA 2048 -> 8192 MAX_MAP_TEXINFO 12288 ->16384 Fixed "Tried to Read into NULL memory!" when mounting L4D2
3 Years Ago
Moon pool crane textures
3 Years Ago
Merge from main
3 Years Ago
Fixed my fuckup with recent sound related fix Rework how lua_refresh_file generates paths to work with addons
3 Years Ago
Fix compile error Rework how lua_refresh_file generates paths to work with addons
3 Years Ago
Fix compile error Rework how lua_refresh_file generates paths to work with addons
3 Years Ago
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3 Years Ago
Fixed a crash due to sounds failing to be loaded Fixed a crash with meshes Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
3 Years Ago
Fixed a crash due to sounds failing to be loaded Fixed a crash with meshes Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
3 Years Ago
Fixed fuel generator aux inputs draining power
3 Years Ago
Cargo decides what harbor to dock at based on spawn distance
3 Years Ago
Cargoship now moves around the island anti-clockwise
3 Years Ago
Re-added cargo notifier to harbor2 Scene2Prefab
3 Years Ago
Rounded upkeep timer minutes
3 Years Ago
baseline
3 Years Ago
merge from main
3 Years Ago
Changed upkeep timer format
3 Years Ago
player update. CNY spear entity edited so it sits in the player hands correctly
3 Years Ago
Added container drop off ground decals in both harbors
3 Years Ago
refraction material
3 Years Ago
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
3 Years Ago
Check scientist target move distance is within a suitable distance from bradley
3 Years Ago
American truck models - Worked on AO - Fixed couple mirroring effects and stretching - Tuned down the dirt a notch - Tweaked the colliders
3 Years Ago
fixed clipping issue
3 Years Ago
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3 Years Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
3 Years Ago
CanSeeTarget can now take a source position offset, used to check move points.
3 Years Ago
ao on tools
3 Years Ago
moon pool crane texturing
3 Years Ago
Refactor
3 Years Ago
Remove now unused LOS offset code
3 Years Ago
AIInformationZone LOS improvements for GetBestMovePointNear
3 Years Ago
enabled material setup on AC unit prop for testing
3 Years Ago
snow effect material config setup
3 Years Ago
snow effect material config
3 Years Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
3 Years Ago
made black screenbacks all flat geo
3 Years Ago
merge from material biome improvements
3 Years Ago
asset zoo prep for props review
3 Years Ago
Merge from main
3 Years Ago
Fix container doors getting deleted when moving onto cargo ship
3 Years Ago
Adjust docked cargo position for better container access
3 Years Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
3 Years Ago
Use Continuous Speculative
3 Years Ago
Wheel terrain FX, borrowed from cars for the moment
3 Years Ago
Bike physics + visual fixes
3 Years Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
3 Years Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left