147,815 Commits over 4,444 Days - 1.39cph!

4 Years Ago
Enabled xmas event Icewalls craftable and default BP xmas tree craftable and default BP advent calendar craftable and default BP Updated airdrop to Santa
4 Years Ago
network++
4 Years Ago
merge from main
4 Years Ago
Added a useEmptyAmmoState toggle to projectile weapons (under the viewmodel section) Will enable layer 1 on the viewmodel animator whenever the weapon has no rounds in the magazine Will trigger either "ammo_true" or "ammo_false" parameters immediately before reloading to play an appropriate situational reload animation Layer 1 is disabled while the reload takes palce (and will always be disabled after the reload because the magazine now has rounds) Enabled on P17, SAP and M92
4 Years Ago
Improved pipe viewmodel
4 Years Ago
Don't show corpse flies on gingerbread gibs
4 Years Ago
Fixed several UI display issues for category filtering
4 Years Ago
Performance improvements Fixed some cases where memory leaks could occur
4 Years Ago
Combiner and pipe tool prefab setup
4 Years Ago
Triangle allocation fixes
4 Years Ago
Bandit town lighting pass WIP
4 Years Ago
Roam design failsafe
4 Years Ago
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
4 Years Ago
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4 Years Ago
compille fix
4 Years Ago
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener. Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
4 Years Ago
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
4 Years Ago
Fixed gingerbreads damaging each other
4 Years Ago
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4 Years Ago
Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
4 Years Ago
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
4 Years Ago
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
4 Years Ago
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4 Years Ago
Merge from main -> cached_server_browser
4 Years Ago
Light fixes
4 Years Ago
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4 Years Ago
Scene progress
4 Years Ago
Tweaked cream pile spec texture to make it work as an SSS map This was done to make the cream pile in the collapsed tunnels look better
4 Years Ago
trying to debug some weird shit
4 Years Ago
Tweaked xmas tunnel lighting Placed gumdrop lights in clumps and more randomly
4 Years Ago
gingerbread footsteps, impacts, and crumble sounds
4 Years Ago
enabled shadow casting on LOD0,1 of codelock
4 Years Ago
Scene backup
4 Years Ago
updated m92 slide pose, updates to controller
4 Years Ago
Tweaked gumdrop materials Converted them to specular boosted glare and added custom emissive textures Updated gumdrop prefabs
4 Years Ago
fix some changes that got lost somehow
4 Years Ago
adding renderer batch script to queue barriers replacing the models by prefabs in the scene ferry drawbridge update with wip model
4 Years Ago
Added pipe wrench tool for industrial pipes - added viewmodel and prefab - added world model w/ lods and prefab - material and textures
4 Years Ago
slide state changes for p17, SAP, and m92 (wip)
4 Years Ago
data tweaks
4 Years Ago
more AI data
4 Years Ago
first pass AI data
4 Years Ago
merge from ai (still wip)
4 Years Ago
fix AI cover directions in dwellings
4 Years Ago
mp5 not chainsaw
4 Years Ago
Fix gingerbread agent type and walkable mask
4 Years Ago
wip AI conversion for gingerbreads code gen
4 Years Ago
Added gibs to gingerbread wooden crate
4 Years Ago
Generate the pipe meshes in a threaded job (non-burst unfortunately)
4 Years Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves