194,557 Commits over 4,079 Days - 1.99cph!

8 Years Ago
Rebuilt Facepunch.Network
8 Years Ago
FindInGroup editor safeguards
8 Years Ago
Fixed some memory pooling related issues
8 Years Ago
gas station damage pass wip
8 Years Ago
adding easing to unit move/rotation renaming 'pitch' parameter to 'move' for clarity
8 Years Ago
If ai_dormant is on, only tick metabolism simulation on agents that are active.
8 Years Ago
Merged from ai branch to main
8 Years Ago
Yet another merge from main
8 Years Ago
Added terrain atlas generator ability to load non-read/write textures Switched all terrain4 textures to non-read/write
8 Years Ago
Fixed a small if server check for client compile.
8 Years Ago
Merged from main
8 Years Ago
interaction changes
8 Years Ago
* Added missing material file for the new Combine Soldier PM skin * FIxed Entity.StartLoopingSound so that it actually starts playing the sounds it creates
8 Years Ago
Supermarket scene setup
8 Years Ago
Packed all materials depending on terrain4 textures Packed a few rock and prop materials + recycler
8 Years Ago
Fixed shader packed map labels
8 Years Ago
Added packed version of standard-specular shader Fixed packing getting flat specular when scaled up Keywords permutation parity between metallic and specular shaders
8 Years Ago
Fixed KNFE in ProgressionWindow init
8 Years Ago
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
8 Years Ago
Supermarket counter
8 Years Ago
updated window shader, re-mapped all windows, created interior textures
8 Years Ago
Dispose of steam client in GameManager.Quit as well as OnApplicationQuit to be safe
8 Years Ago
Compile fixes
8 Years Ago
Recessed wall prefab Replace prefab Scale to fit wall piece
8 Years Ago
art
8 Years Ago
AttackState refactor wip
8 Years Ago
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
8 Years Ago
stopped being exhausted breaking both hand carrying abuns
8 Years Ago
made big rock bigger
8 Years Ago
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
8 Years Ago
made clay 2 handed carry
8 Years Ago
A bit of cleanup to make Dynamic Navmesh work properly again.
8 Years Ago
Packed some larger materials
8 Years Ago
Fixed specular not driving packed map size
8 Years Ago
Merged from main
8 Years Ago
Agent spawn related improvements.
8 Years Ago
Packed props/large_industrial_props and props/office_furniture materials
8 Years Ago
big rock requires small rock to smask up rock is tool hammer
8 Years Ago
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8 Years Ago
big rock correct anim bool
8 Years Ago
goat attack anim (untested)
8 Years Ago
Fixes for multiple buildings and point snapping
8 Years Ago
Server compile fix
8 Years Ago
Fixed stray "virtual" in EntityLink
8 Years Ago
Deleted a bunch of unused Battle states
8 Years Ago
Fixed duplicate editor entity BuildName from previous merge
8 Years Ago
Moving to a new branch
8 Years Ago
Cleaned up MoveState
8 Years Ago
Subtracting gc_optimizations
8 Years Ago
Added LOD mesh swapping support to StagedResourceEntity Fixed ores using the wrong mesh in the distance when partially broken