253,598 Commits over 3,990 Days - 2.65cph!

3 Years Ago
Merge from powerline_zipline
3 Years Ago
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
3 Years Ago
Automatic coupling when train cars collide
3 Years Ago
Dialog ui html & style Dialog menu closed by default, tab to toggle for now
3 Years Ago
Tweaking settings updates the water live.
3 Years Ago
TrainCar.Collision class formatting to match the others
3 Years Ago
Coupled/uncouple visual difference on the client. Sync the flags.
3 Years Ago
Functional uncoupling interaction
3 Years Ago
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms Change "Mount" interaction name to "Use Zipline"
3 Years Ago
Added a train coupling piece prefab and put it on my test trains.
3 Years Ago
Do templates and stylesheets the normal way
3 Years Ago
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3 Years Ago
Remove unused Enter world automatically with newly created character Save last played time to character, initialize newly created characters Update .addon
3 Years Ago
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
3 Years Ago
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3 Years Ago
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3 Years Ago
Removed unused vars
3 Years Ago
Basic train coupling class
3 Years Ago
No longer track the skin used in an item craft event (was making that dataset too noisy) Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
3 Years Ago
Removed TrainIsland scene (it's broken beyond 69624 anyway). Use ProceduralMapTesting instead.
3 Years Ago
Adjust menu camera position Update .addons
3 Years Ago
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3 Years Ago
lighting adjustment
3 Years Ago
Excavator lights update
3 Years Ago
Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions Tweaked materials used in the excavator monument
3 Years Ago
Update .addon
3 Years Ago
lightmap player space added
3 Years Ago
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3 Years Ago
Add maintenance prefab Update lighting on data room and north hall Added spawns
3 Years Ago
Actually disable game over fade out delay Support for U+0080 to U+00FF characters in usernames
3 Years Ago
Update .addon
3 Years Ago
Update .addon
3 Years Ago
Update .addon
3 Years Ago
Update .addon
3 Years Ago
Update .addon
3 Years Ago
Update .addon
3 Years Ago
Added south hall to data room prefab added date room prefab Updated lighting and adjustments rest of map
3 Years Ago
Update .addon Fix compile error, Package.GameConfiguration -> Package.GetMeta
3 Years Ago
Add entities to Hammer GameData straight from games assembly data (skipping fgd) Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )` Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items Turns out we were using the legacy stuff, switch it all over to KV3 Populate entity gamedata properties Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away Don't output entities with FGDWriter Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner Load entities straight from Sandbox.Game.dll too Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities Remove DotaMaxTrees Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native Copy variables to native Make our entity tool properly functional and less shit, add a button that pops up a dialog to use entities from remote games.
3 Years Ago
Merge from rail_network
3 Years Ago
Merge from main
3 Years Ago
Forgotten prefab
3 Years Ago
Fixed a number of harsh rail / road intersections
3 Years Ago
Removed water systems from bunker entrance prefabs.
3 Years Ago
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