140,466 Commits over 4,352 Days - 1.34cph!

2 Years Ago
American truck models - Worked on AO - Fixed couple mirroring effects and stretching - Tuned down the dirt a notch - Tweaked the colliders
2 Years Ago
fixed clipping issue
2 Years Ago
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2 Years Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
2 Years Ago
CanSeeTarget can now take a source position offset, used to check move points.
2 Years Ago
ao on tools
2 Years Ago
moon pool crane texturing
2 Years Ago
Refactor
2 Years Ago
Remove now unused LOS offset code
2 Years Ago
AIInformationZone LOS improvements for GetBestMovePointNear
2 Years Ago
enabled material setup on AC unit prop for testing
2 Years Ago
snow effect material config setup
2 Years Ago
snow effect material config
2 Years Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
2 Years Ago
made black screenbacks all flat geo
2 Years Ago
merge from material biome improvements
2 Years Ago
asset zoo prep for props review
2 Years Ago
Merge from main
2 Years Ago
Fix container doors getting deleted when moving onto cargo ship
2 Years Ago
Adjust docked cargo position for better container access
2 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
2 Years Ago
Use Continuous Speculative
2 Years Ago
Wheel terrain FX, borrowed from cars for the moment
2 Years Ago
Bike physics + visual fixes
2 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.
2 Years Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
2 Years Ago
merge simple_upload -> full_server_demos
2 Years Ago
More stabilisation stuff
2 Years Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
2 Years Ago
Force update passthrough UI when switching between an input/output handle
2 Years Ago
Use async loading to load the menu+game+engine UI in parallel
2 Years Ago
Clamp angular velocity y
2 Years Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
2 Years Ago
Remove usage of dynamic clientside model indices in Lua API
2 Years Ago
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2 Years Ago
Fixed auxiliary outputs messing with how we calculate power drain
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
Fix container Ids Manifest
2 Years Ago
Compile fixes, player animator update
2 Years Ago
Build vtex.exe Disable queued loader entirely, it does not work Sync ClientsideModel & ClientsideRagdoll implementations with main Change ents.CreateClientProp to work like ClientsideModel
2 Years Ago
Merge from main (stomped animator changes, will need to be regenerated)
2 Years Ago
Merge from cine_anims
2 Years Ago
Compile fixes
2 Years Ago
talk_06 anim settings fix
2 Years Ago
Merge from main
2 Years Ago
Change blocksize convar from bytes -> MB
2 Years Ago
Add integral
2 Years Ago
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2 Years Ago
Bike roll stabilisation work