224,344 Commits over 3,684 Days - 2.54cph!

3 Years Ago
▆▄▊ ▍▊▆██▊█ ▊▌▇ ▅█▉ ▊▋▇▊▌▅▍ ▋▌▇▌ ! ▍█▇ ▇▆▌▇▌ ▊▊▆ ▇▋▆▅▄█▍▅ ▋▆ ▌▄█▄ ! ▉▄▍▅▄▍▄ ▇▇▉▄▇▅▇▍ ▍▆▋▌▇█▉ █▊ ▄█▌▊▉
3 Years Ago
potential AI stall fix
3 Years Ago
Hammer: Fixed custom "detailmaterial" not showing in the editor
3 Years Ago
removing overgrowth scene from scene to prefab 'loop'
3 Years Ago
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3 Years Ago
Prefab nesting to preserve links and enabled batching on more props
3 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.
3 Years Ago
merge from main
3 Years Ago
orb shieldgen death powerup simplified sponge/expanding player bullet check Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity added some ECS vibrateOnTouch
3 Years Ago
revert changes to buoyancy script
3 Years Ago
Hammer: Fixed custom detail.vbsp in map properties not having an effect in the editor itself
3 Years Ago
skin approval
3 Years Ago
Viewmodel bob/sway Scoreboard Update Rpc names Scoreboard
3 Years Ago
Fixed global RPC codegen namespace Fixed static single Client RPC not being static Spawnlist scrollable GameTask test Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎 Cleaned up network attributes Rpc's use NetRead and NetWrite CodeGen tests Made scoreboard header accessible Merge branch 'master' of sbox
3 Years Ago
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3 Years Ago
Added a bunch more aliases to bullet system codegen Fixed some dodgy parameters for bullet system method codegen Fixed some shapes properties not doing per-update dynamic stuff
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
navigator tick experimental changes
3 Years Ago
Updated loading copyright string Diamond length and cross distance, acceleration per-update support Got rid of some duplicated using comments in baked code Example vibrateOnTouch keyframe properties
3 Years Ago
▍▇█▉█▆ ▆█▊▉▌ ▇▇▌ ▆▉▍▌▌█ ! ▋▅▆▅▆▄ ▅▍▍██▄█ ! ▍▆▍▇▇▊ ▊▍▋▌ ▊ █▅▇▍▆ ▍▉▋▍▋▋ '▋▄▇▆▇▅' ▆█▆▅ ▋▍▇▉▆▅-▉▆▅▉▄▆▉▊ !▅▊▅ ▋▄ ▌▊▅▊▅▉ ▌▄▅▆▉▊ ▆▊▉▋▅ ! ▍█▍ ▋▍▉ ▋▆▋██ ▊▄▋▍▉▇ ▇█▊▆▅▄ ! █▅█▄▉▌▋ ▊▄▍▍▋▋▋▆▌ ▄▇▇█ ! ▄▇█▄▉▊ ▄▌▇▄▄ ▍▋▇▉▊ ▉█▅█▄▌ '█▊▅▍▆▌' ▄██▆ ▌▋▍▅▊█-▉▍▋▌▆▄▍▄ ! ▍▇▆ ▊▇ ▉▆▍█▆▍ + ▋▍▉█▆▋ ! ▌▊▋▄▍▇ █▍▅▍▅ ! ▊▅▉█▋▄ ▄▌▊ █▅▌▄▍ ▇▋▅▍█▍ ! ▉█▄█▇▅ ▍▍▍▌ ▊▅▉▄▆ ! ▆▊█ ▄▌▉▉▊ ! ▇▋▋▋▅▉ ▊▆▄▊ ▄▊▅▄▅▄ ▊▄▄▌ ▌▌▍▆▄ ▊▅▄▋▌▊ '█▍▌▋▊▉' ▇▌▇▇ ▉▊▉▉█▄-▅▉██▋▉▋▌ ! █▋▉▋██ ▊▉▅▍▉
3 Years Ago
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3 Years Ago
▋▉▆▆: ▋▍▉█▍ ▇█▊ ▆▋▄▋█▅▋▅ ▍▋▆ ▄&▊▅▍ ▆▇▊▅: █▄▌▅▊ ▇▆▉▆▇▄█▍ ▇▌▇ ! ▌▊▅▌▄▉ ▉▉▄▇ ▆▉▉▄▇▄ ▇▅▍▊ █▉▇▇▅ ▉█▌▌▆▆ '▋▌▌▄▉▅' ▋▅▍█ ▆▄▇▅▋▄-▆▄▍▅▌▇▅▌
3 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
3 Years Ago
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3 Years Ago
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3 Years Ago
Scene 2 Prefab
3 Years Ago
Shadow proxies - part 6
3 Years Ago
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3 Years Ago
Update animal AI design to now use StateError and StateFinished when roaming
3 Years Ago
merge from main RC
3 Years Ago
Merge from main
3 Years Ago
▉▊▆▅: ▅▆▅▇▊ ▊▄▌ ▇█▄▉▅▍█▆ ▉▆▉ ▉&▋▋▇
3 Years Ago
Shadow proxies - part 5
3 Years Ago
updated mil tunnel scientist AI design
3 Years Ago
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3 Years Ago
Fix assertion on calling IsVisible on updating visibility
3 Years Ago
small Chase / TakeCover state improvements & cleanup
3 Years Ago
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3 Years Ago
▍▉▇▊▄▅▍▌ ▌▄▌█▉▌▅ ▅▆ ▊▆▉▊▉▇'▅ ▄▆▇ ▋▊▍ ▍▄▆▇▆▍▇ ▊▊▊ ▇▇▋ ▄▇▌▉ ▊▄ ▌▌█▆▅▅▇▆▆ (▉▋▋▆▆▌ ▅▌ ▆▅▊% ▅▌▉▍)
3 Years Ago
Fix AO proxies appearing on invisible objects or out of PVS
3 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.
3 Years Ago
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3 Years Ago
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3 Years Ago
Fix bug where whole object would not cast shadows if one material would be flagged as not castable Merge branch 'master' of sbox
3 Years Ago
Add setters for PhysicsBody Mass and LocalMassCenter. Wheel tool copies mass of attached prop (for now) Give thrusters a massless mode
3 Years Ago
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3 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.
3 Years Ago
Carry out repeated UnparentDelayedCheck checks a bit less frequently
3 Years Ago
Clean up the list, remove any orphaned failed IDs that aren't children anymore