241,408 Commits over 3,867 Days - 2.60cph!

9 Years Ago
Fixed ghosting in high-precision ssao mode Fixed banding and exposed range in low-precision ssao mode
9 Years Ago
Refactor fixes
9 Years Ago
Refactor fixes
9 Years Ago
- Rebuilt prefabs to update hatch links to new laser turret
9 Years Ago
DSE debugging doesn't print the stack Deer no longer attack humans Deleted Impala
9 Years Ago
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9 Years Ago
- Remade lost commit
9 Years Ago
Re-exported Mavis character & anim set with updated hierarchy
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9 Years Ago
Automated Linux DS Build #52
9 Years Ago
Merged from main
9 Years Ago
Merge from main
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9 Years Ago
Automated Windows Build #52
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9 Years Ago
Automated Windows Build #51
9 Years Ago
Lantern optimizations
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9 Years Ago
Automated Windows Build #50
9 Years Ago
added blog images
9 Years Ago
- Changed the way minimap rendering works - Room now builds it's own minimap object at runtime, combining all it's collision/map data - Rebuilt prefabs
9 Years Ago
Base explosion WIP
9 Years Ago
Potential NRE fix in GoToEntity
9 Years Ago
Bone club now throwable
9 Years Ago
fixed zooming not working due to previous merge
9 Years Ago
Made raycasted orbit target optional, configed in Orbit options on PlayerCamera Somewhat messy merge with 2399 GoToSmartObject fixes TOD and Camera tweaks
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9 Years Ago
Automated Windows Build #49
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9 Years Ago
Automated OSX Build #49
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9 Years Ago
Automated Linux Build #49
9 Years Ago
* Fixed Vehicle.SetPos * Fixed unhandled usermessage 21 * Updated propdata.txt to contain Episodic stuff * Moved some files from garrysmod.vpk to fallbacks.vpk ( HLS gibs, Alyx Gun epsodic sounds ) * Removed soundscapes from fallbacks, they are all shipped in garrysmod.vpk now
9 Years Ago
meat
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9 Years Ago
Automated OSX Build #48
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9 Years Ago
Automated Linux DS Build #48
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9 Years Ago
Automated Linux Build #48
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9 Years Ago
Automated Windows Build #48
9 Years Ago
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9 Years Ago
Automated OSX Build #47
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9 Years Ago
Automated Windows Build #47
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9 Years Ago
Automated Linux Build #47
9 Years Ago
* Added Vehicle.IsValid - returns whether the actual VEHICLE is valid or not * Added Vehicle.SetPos( vector ) - Actually working SetPos for vehicles * Updated internal Get_Vehicle to not let through invalid vehicles
9 Years Ago
-cleanup
9 Years Ago
-cleanud input partial a touch -camera curve was still unset, set it.
9 Years Ago
- Rename
9 Years Ago
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
9 Years Ago
- Disabled the outline effect on minimap which (I think) does nothing
9 Years Ago
- Reduced size of trigger collider in room J - rebuilt prefabs
9 Years Ago
- Added feedback reporting in town to Space game
9 Years Ago
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
9 Years Ago
- Feedback form now always gives input field focus - Feeedback form now multiline - Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
9 Years Ago
camera cruve field fix
9 Years Ago
Interior fix
9 Years Ago
More
9 Years Ago
Misc camera cleanup
9 Years Ago
Added OnPlayerOrbitStart/OnPlayerOrbitStop to PlayerCamera Cursor widget hides itself when the player is orbiting Moved CameraCurve and CameraRotationCurve to their own files