253,239 Commits over 3,990 Days - 2.64cph!

3 Years Ago
Updated colony map
3 Years Ago
Inventory, Camera, ActiveChild, Carry refactors
3 Years Ago
Delete ICamera, remove Entity.Camera
3 Years Ago
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3 Years Ago
Don't invoke speech recognition callback on rejected speech Park bin - paint finish adjustments Merge branch 'master' of sbox park bin - phys shape refinement Intruder alarm 1 - col fix add managed to findflags concommand Add Input.MotionData - current input device's motion sensors states of absolute rotation, positional acceleration & angular velocity. Supported devices: Playstation 4/5 Controller, Switch Pro Controller, Steam Controller, Steam Deck. Add back modeldoc_scene_hud FPArms: punching right 03 hit update + miss added Citizen: added debug_rom animation FPArms: punching left 03 hit+miss updated prefabs/ textures Hammer: Call selection NotifySelectionAddRemove regardless of there being no components being added or removed in DispatchSelectionChanges. Fixes issues with undo/redo not updating UI sometimes Blocking load the override animgraph when it changes, not every time the animgraph instance is created, possible fix for blocking load happening not on main thread Merge branch 'master' into sceneobject2
3 Years Ago
Delete obsolete stuff
3 Years Ago
Remove older addon provisions
3 Years Ago
Fixed postfx volumes (nvg issue)
3 Years Ago
Managed fog Squash
3 Years Ago
Remove Entity.CanCarry, OnCarryStart, OnCarryDrop
3 Years Ago
Blocking load the override animgraph when it changes, not every time the animgraph instance is created, possible fix for blocking load happening not on main thread
3 Years Ago
Stub out the other physics joints
3 Years Ago
Release transient SceneWorlds on shutdown Can create new PhysicsWorlds, destroy transient physics worlds on shutdown
3 Years Ago
Hammer: Call selection NotifySelectionAddRemove regardless of there being no components being added or removed in DispatchSelectionChanges. Fixes issues with undo/redo not updating UI sometimes
3 Years Ago
Remove GameGlue.HasLiquidMaterial
3 Years Ago
Remove Liquid, LiquidManager
3 Years Ago
Remove ModelEntity.Glow*, GlowStates enum
3 Years Ago
WaterLevel simplification
3 Years Ago
Hammer.CustomHeader attribute, Refactor nullcheck out
3 Years Ago
Merge from repairbench_redirect
3 Years Ago
Rebalanced garland protection - no longer takes multiple rocket hits
3 Years Ago
Merge from io_decay
3 Years Ago
Use a field instead of a func call
3 Years Ago
Remove Entity.PhysicsClear() Moving NativeEngine stuff to engine
3 Years Ago
Switch gradient fog to use state
3 Years Ago
Add Map.Entity
3 Years Ago
Remove Entity.Inventory
3 Years Ago
Remove Entity.ActiveStart, Entity.ActiveEnd
3 Years Ago
Remove Entity.ActiveChild, Entity.IsActiveChild()
3 Years Ago
Remove most of the c++ code and move what we can to managed
3 Years Ago
network++
3 Years Ago
CollisionEventData.Pos to Position
3 Years Ago
Rename DebugBits to DebugFlags, remove functions
3 Years Ago
Allow gradient fog to work on scene renderer
3 Years Ago
Allow one fog controller per SceneWorld instead of one global instance
3 Years Ago
Fix achievement unlock displaying on startup
3 Years Ago
Render objects hidden in first person on monitors, render player's own reflection on water, make it easier to programatically set up default values on layers
3 Years Ago
Much better way to handle hide in first person
3 Years Ago
Remove toaster debug
3 Years Ago
Show popup when you unlock an achievement
3 Years Ago
Fix RippleCompute under latest changes Add horizon aliasing reduction for water
3 Years Ago
Add standard post process
3 Years Ago
Night/day color adjustments
3 Years Ago
Post processing adjustments
3 Years Ago
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
3 Years Ago
Fixed client compile
3 Years Ago
Merge branch 'water-rework' into water-refactor2
3 Years Ago
Magnet crane audio now stops running when the crane is inactive
3 Years Ago
Tweaked ore/wood gather tea bonus calculation to give a consistent amount of resources for each node This will give 1-5 less resources per node (eg. Jackhammering a stone ore node with pure ore tea active will now give 1500 stone per node instead of 1501-1505)
3 Years Ago
adding sources