134,164 Commits over 4,444 Days - 1.26cph!
wip camper module health setup
Tunnel corridors greyboxes and prefabs
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Trying out a depth prepass for viewmodels which eliminates all world clipping (+ small performance benefit??). Added convars to enable / disable it.
Changed all viewmodel PlaySound events to PlaySoundFirstPerson
Viewmodel clothing support
standardized floor.triangle.twig collider with it's counter parts to prevent groundwatch issues on upgrading
Large wooden box can no longer be clipped into world layer
Player leaves game correctly when dismounting
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
AIInformationZone.GetCellsInRange implementation and visualisation/tester
AIInformationGrid.GetCell implementation.
Added AIInformationGridTester.
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward).
wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
train_tunnel_double_str_a_36m LODs and colliders
fixed clipping deployables on watch tower
Utils, better managing draw events, fixes for particles and renderers not updating properly.
Fixed TargetLost event invert result
Added TargetLost ai event.
Updated peacekeeper AI design to return to their patrolling after combat.
Remaining RT3 terrain topo
Recyclers to both fishing villages.
Terrain backup
Radtown3 terrain integration WIP
Fixed dying by poison damage not showing on the death screen
Update entity.uploadsign so it works with photo frames too
Satdish island tunnel revamp, loot and other fixes
Fix bug in NetWrite.EnsureCapacity where it might not expand the buffer enough
fixed vanilla gamemode spawn issues
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Four way junction meshes, LODs, colliders and prefabs
Facepunch.Steamworks bug fix + Steamworks SDK 1.51 upgrade
initial outpost peacekeeper AI design
merged from skins_recently_used
BaseFollowPathState pathing optimisation.
Sat Dish exit road a notch longer for seamless connection with procroads
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)