241,470 Commits over 3,867 Days - 2.60cph!

9 Years Ago
Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua Updated bone_setup.cpp
9 Years Ago
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9 Years Ago
Keylock uses the keylock model
9 Years Ago
Pass on building blocks prefabs, collision override setup Stairs collisions tweaks
9 Years Ago
- Ability icons now fade out darker when recharging - Set ability cooldowns to 15 second as initial test value
9 Years Ago
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9 Years Ago
FOR FUCK SAKE factory prefab room with light/ fix some floating pipes
9 Years Ago
Purged some more invalid effect GUIDs
9 Years Ago
2nd try Stag shit
9 Years Ago
Possible weird fix for stag_footstep meta
9 Years Ago
Armored metal tier accurate collisions models
9 Years Ago
Fixed external stone gate skin LOD references Fixed external wood gate damage effect reference
9 Years Ago
- The distance of BaseMovement's FloorCheck can be overriden - Increased the distance of Initial placement floor check of enemies
9 Years Ago
- Fixed impact audio effects not playing when the projectile is set to pierce - More placeholder audio stuff
9 Years Ago
Packages
9 Years Ago
FOR FUCK SAKE factory room !A small pipe variation for slope
9 Years Ago
Fixed client not updating building block grade / protection properties on initialize
9 Years Ago
Cleaning
9 Years Ago
Updated project
9 Years Ago
- Explosion sound effects are now 3D - Deleted unused script
9 Years Ago
- Loot table changes for enemies (removed old item drops) - Enabled timeslow shield for testing, tweaked it some - More placeholder audio - Bug fixes
9 Years Ago
Updated Igor Volley shots
9 Years Ago
- Level generator now sets the public Seed value to the chosen seed if using a random seed - More placeholder audio
9 Years Ago
Fixed client not updating building block grade / protection properties post network update
9 Years Ago
Cleaning
9 Years Ago
Fixed more damage trigger effect references
9 Years Ago
- Enabled BuzzSaw ability for testing - Buzz Saw now does 5 damage in each direction, so 10 total if you manage hit stuff on the way out and back in - Buzz saw is larger - Buzz saw travels faster - Increased the aware distance of enemies - Projectiles take their damage from their prefabs again, no longer forced to 1 in code (most still have a value of 1 though) - Effects object pooler now creates new objects if none available to recycle - Reduced length of Factory1
9 Years Ago
Updated shot selection method
9 Years Ago
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9 Years Ago
Sheet metal tier accurate collisions models
9 Years Ago
Fixed bug in DepositItem after merging actions.
9 Years Ago
Stone tier accurate collisions models Meta files
9 Years Ago
- Increased movement speed of Booze Burner - Reduced health of enemies
9 Years Ago
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9 Years Ago
Fixed incorect foundation.steps.collision orientation (twig) Wood accurate collision models
9 Years Ago
Road stuff -- Shit though!?
9 Years Ago
re-saved court_1.psd
9 Years Ago
Metal ore decal/impact FX Rock decal/impact FX
9 Years Ago
- Revert debug values
9 Years Ago
- Exit portal now get's spawned at the player's location when a mission is completed, taking them back to town.
9 Years Ago
- Level/mission generator script now makes itself the DunGen root object for the level - Added a enemy spawn percentage slider to LevelBuilder to control how many of the spawn locations get selected. (short-term)
9 Years Ago
Chicken meat models
9 Years Ago
- Objective tracker UI now gets spanwed as part of the InitLevel bootstrap - Mission generator now adds mission items to the UI tracker at runtime, so the mission arrows now correctly point at the right things! - Refactored more of the tracker UI
9 Years Ago
- Enemies now do one floor test on start of level to set their position without moving
9 Years Ago
- Disabled the mission generating sound effect as it's too annoying even for placeholder
9 Years Ago
- HACK: Enemy ships take the fly above floor value from the playership. Need to remove this when we use the floor collision component.
9 Years Ago
FOR FUCK SAKE basic factory room prefab with spawners
9 Years Ago
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9 Years Ago
Owl serve walk
9 Years Ago
Fixed rivers not using new shader on standalone build Fixed saving water materials in editor every time quality was changed General water local reflection tweaks aimed at gap reduction