241,388 Commits over 3,867 Days - 2.60cph!

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9 Years Ago
Automated OSX Build #25
bot
9 Years Ago
Automated Windows Build #25
bot
9 Years Ago
Automated Linux Build
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9 Years Ago
Automated Linux DS Build #24
9 Years Ago
Added atmospheric rain music
9 Years Ago
* Added new soundscript stuff from TF2 update & new map icons * Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect * Added CNewParticleEffect.IsValid() * Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset ) * Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up ) * Added CNewParticleEffect.SetSortOrigin( Vector origin ) * Added CNewParticleEffect.GetEffectName() - Returns string * Added CNewParticleEffect.StartEmission( bInfiniteOnly = false ) * Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false ) * Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem * Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) * Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
9 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
9 Years Ago
batched meshes, wall.window socket update wood shutters prefab, anims
9 Years Ago
FindItem improvements
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9 Years Ago
Automated OSX Build
9 Years Ago
GC opt in UnitCanFindCraftingItems/FindItem
9 Years Ago
Removed deprecated FFT code
9 Years Ago
YAMfM
9 Years Ago
- Placeholder collect item update
9 Years Ago
Merged latest water changes to main
9 Years Ago
Merge from main
9 Years Ago
Latest water changes
9 Years Ago
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9 Years Ago
More GC hunting
9 Years Ago
merge from main
9 Years Ago
Tone down yesterday's ssr tweaks a little bit
9 Years Ago
all chopper gibs are two sided
9 Years Ago
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9 Years Ago
Bucket of fixes for signs/banners
9 Years Ago
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9 Years Ago
Thrown weapon fixes
9 Years Ago
cleaned up temple ref folder
9 Years Ago
YAMfM
9 Years Ago
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9 Years Ago
▋ █▅▋▌ ▍▇▆ █▄▌▋▄▍▄▇ ▆█▄▉▊ (▅█▄▇▄▄ ▅▉▆▍▆▉ ▊█▌▇▍▅▄ ▌▄▆▊█ ▋█▄▇ ▆▇▌▉▇▆▊▍ ▅▇▌ ▍▅▋▅▄▊ ▅█ █▅ ▄▆▆▍▋▉) ▌▌▉ ▊▉▄▌ ▆▍▅▊ ▆█▌▌▆▊▇ ▅▊▇▅ ▉▌▉▄ ▉▅▆ ▄▊ ▊▉▊▌▅▉
9 Years Ago
Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
9 Years Ago
Fixed index range errors in Stat+Tickable
9 Years Ago
- Removed some shit from town scene
9 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
9 Years Ago
- Can no longer damage off-screen stuff
9 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby
9 Years Ago
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers Added water fallback to lowest quality if GPU-based sim is not supported Tweaked water local reflection to be slightly faster; longer vertical reflections far away Merged in changes from Before; renamed shaders, minor refactor
9 Years Ago
Quick fix for high external gate sounds
9 Years Ago
update loot tables
9 Years Ago
grenades can stack to 2
9 Years Ago
merge into main
9 Years Ago
merge from main
9 Years Ago
grenade throw distances unified grenades are a lot more predictable, less bounce, more friction
9 Years Ago
Updated rock vm source
9 Years Ago
Made external high walls more expensive
9 Years Ago
Remaining batch of Owl anims Added all anim events, clips, rig & optimisation settings
9 Years Ago
Gates icons
9 Years Ago
Holosight hasn't got condition
9 Years Ago
-GC optimization for IM, and a bunch of Profiler samples. -YAMfM
9 Years Ago
Fixed wrong skin count in blueprints