198,677 Commits over 4,140 Days - 2.00cph!

4 Years Ago
merge from /main/TrainCornerCollisionFix
4 Years Ago
Fixed triangle frame inserts stacking - revisit 59237 next week
4 Years Ago
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable Setup shadow proxies for bunker rooms
4 Years Ago
Scene 2 Prefab all
4 Years Ago
Better side hit detection
4 Years Ago
Set up my test map for bug repo
4 Years Ago
merge from main
4 Years Ago
Added foliage_procmap_v3 to World Setup prefab Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss Optimized spawn settings for temperate grass Tweaked distance tiling on grass splat
4 Years Ago
enabled batching on more art
4 Years Ago
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4 Years Ago
Fixes for buoyancy sleep checks.
4 Years Ago
potential AI stall fix
4 Years Ago
Hammer: Fixed custom "detailmaterial" not showing in the editor
4 Years Ago
removing overgrowth scene from scene to prefab 'loop'
4 Years Ago
Prefab nesting to preserve links and enabled batching on more props
4 Years Ago
Hammer: Added targetname keyvalue to light_environment (with a warning about file size) and updated the key names and help text of other keyvalues to better explain what each key does.
4 Years Ago
merge from main
4 Years Ago
revert changes to buoyancy script
4 Years Ago
Hammer: Fixed custom detail.vbsp in map properties not having an effect in the editor itself
4 Years Ago
skin approval
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
navigator tick experimental changes
4 Years Ago
Hammer: Added icons for env_sun, point_template and info_lighting_relative, adjusted icons for env_skypaint, lua_run (To remove the ugly white lines around the image) and info_lighting
4 Years Ago
Scene 2 Prefab
4 Years Ago
Shadow proxies - part 6
4 Years Ago
Update animal AI design to now use StateError and StateFinished when roaming
4 Years Ago
merge from main RC
4 Years Ago
Merge from main
4 Years Ago
Shadow proxies - part 5
4 Years Ago
updated mil tunnel scientist AI design
4 Years Ago
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4 Years Ago
small Chase / TakeCover state improvements & cleanup
4 Years Ago
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4 Years Ago
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4 Years Ago
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them. Animal roam state now returns to home point if no suitable roam points are found from current position.
4 Years Ago
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4 Years Ago
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4 Years Ago
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
4 Years Ago
Carry out repeated UnparentDelayedCheck checks a bit less frequently
4 Years Ago
Clean up the list, remove any orphaned failed IDs that aren't children anymore
4 Years Ago
Prefabed oilrig structures to make updates easier Shadow proxies pass on oilrigs
4 Years Ago
Expands on Jarryd's post-unparent-failure safety check. Instead of checking once, keeps checking at intervals until it's confirmed that the player is outside the bounds and unparented
4 Years Ago
removing old residential buildings prefabs
4 Years Ago
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
4 Years Ago
Fix inverted ShouldUnparent
4 Years Ago
Commit Jarryd's backup check: "0.5s after we reject an Unparent check all parented players to see if they are still around and unparent any that are invalid"
4 Years Ago
Be safer with the padding check (won't affect work cart as it has 0 padding anyway)
4 Years Ago
Merge trigger exit fix -> Workcart