125,642 Commits over 4,171 Days - 1.26cph!

1 Year Ago
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
1 Year Ago
Merge: from main Tests: built all modes in editor
1 Year Ago
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1 Year Ago
Change output folder structure per Lewis' request
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Test scene
1 Year Ago
Merge from main. Reset this week's skin items scene materials to default.
1 Year Ago
Allow wolves to eat corpses and meat Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them
1 Year Ago
Increased the wallpaper spray can use distance from 3 to 5 meters
1 Year Ago
Various ground foliage tone/brightness tests for mesh+terrain consistency & contrast.
1 Year Ago
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
1 Year Ago
Adjustments to aerial density for the new grading. Less hazy at a distance. Lowered it at night too. Makes anti-gamma range a little better.
1 Year Ago
merge from ArmouredCockpitColliders
1 Year Ago
merge from CarLockLightFix
1 Year Ago
merge from spraycan_industrial_door_fix
1 Year Ago
merge from blockedby_toast_leakfix
1 Year Ago
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1 Year Ago
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1 Year Ago
Removed all collision again from the deployable computer station chair
1 Year Ago
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
1 Year Ago
Fix not being able to reskin industrial door with spraycan
1 Year Ago
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
1 Year Ago
Fixed client compile
1 Year Ago
Merge main -> SpawnMargins
1 Year Ago
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default Should not be modified at runtime, set it on startup
1 Year Ago
Added killallplayers server convar. Kills any human players who are not in god mode.
1 Year Ago
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true) Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
1 Year Ago
merge from wallpaper
1 Year Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
1 Year Ago
merge from digitalclock
1 Year Ago
merge from wallpaper - nre fix
1 Year Ago
merge from helicopter_orbitstate_nre
1 Year Ago
merge from gco
1 Year Ago
merge from workshopeditor_improvements
1 Year Ago
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1 Year Ago
merge from pingwarning_fix
1 Year Ago
Fixed loading screen ping warning formatting
1 Year Ago
Made it not loop indefinitely.
1 Year Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
1 Year Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
1 Year Ago
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1 Year Ago
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1 Year Ago
Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models
1 Year Ago
merge from main
1 Year Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
1 Year Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
1 Year Ago
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1 Year Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous