201,599 Commits over 4,171 Days - 2.01cph!

11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Reloading interaction Added kinetic boulder ammo, catapults only accept kinetic ammunition
11 Months Ago
fixed food spawns at radtown dpv crafting/techtree
11 Months Ago
merge from main
11 Months Ago
world_update_2 -> main
11 Months Ago
radioactive_water -> world_update_2
11 Months Ago
Backpack contents NRE fix
11 Months Ago
adjusted hcr crafting costs, removed extra unused slot from python/hcr
11 Months Ago
world_update_2 -> main
11 Months Ago
radioactive_water -> world_update_2
11 Months Ago
world_update_2 -> radioactive_water
11 Months Ago
Dont override onItemAddedRemoved delegate
11 Months Ago
merge from main
11 Months Ago
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
11 Months Ago
updated radtown name, updated radtown loot
11 Months Ago
Episodic combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver
11 Months Ago
Added river rocks Brought back small arctic rocks
11 Months Ago
Started prototyping catapult siege weapon Added basic interactions, placeholder fire animation Only fires rockets atm, still need to add new projectiles
11 Months Ago
merge from main
11 Months Ago
merge from ocean-override-curves
11 Months Ago
merge from world_update_2
11 Months Ago
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks New fix uses clutter topology to block off seaweeds instead
11 Months Ago
non-linear flow scaling, with further tuning
11 Months Ago
add separate transition curves for different ocean override parameter groups
11 Months Ago
merge from item_pooling
11 Months Ago
merge from world_update_2
11 Months Ago
Merge from underwaterlights (max depth darkness toned down)
11 Months Ago
Tuned max depth darkness down further.
11 Months Ago
caves - need another pass to finish with overhang rock in some scenes
11 Months Ago
further progress
11 Months Ago
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
11 Months Ago
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
11 Months Ago
Update: Audio RPC codegen Missed in my previous commit - support for audio.enablesoundpooling. Tests: enabled the switch at runtime, produced assertions (expected)
11 Months Ago
Update: RPC Codegen Somehow missed it despite generating previously. Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
11 Months Ago
cliff_hills_large_e tighter anchors to fix terrain holes
11 Months Ago
Cliff_tall_d fixed terrain holes
11 Months Ago
Merge from underwaterlights
11 Months Ago
Falloff tweaks. Brighter shallows.
11 Months Ago
merge from main
11 Months Ago
Ensure vendor grabs correct direction for peek
11 Months Ago
Merge: from soundmodulator_leak Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling). Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
11 Months Ago
Merge from underwaterlights
11 Months Ago
Merge: from main Tests: none
11 Months Ago
v2 tuning of underwater.
11 Months Ago
merge from world_update_2
11 Months Ago
scaling flow forces with shore distance (needs more tuning)
11 Months Ago
Update: Add console switch to enable sound pooling - Disabled by default while I'm investigating ongoing NREs in the area Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
11 Months Ago
Travelling vendor calculates the correct starting distance
11 Months Ago
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.