250,871 Commits over 3,959 Days - 2.64cph!
Fixed floating props in arctic base
Scene2Prefab
Arctic_base_module_b interior LOD fix
Scene2Prefab
Various sound changes + weapon balance attempts
Change sound distances to be a little better...
Added an invisible collider to arctic base modules to stop players from getting stuck at door entrance
Added placeholder sounds for weapons of all units and egg types
Arctic base modules LODs and colliders
reduced head look so it's not so extreme
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Move tools base addon to addons/tools/
Fix tools paths
Added ai.killscientists server command
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Adjust surface spray offset based on collider layer (Construction layer colliders are quite close so sprays can be a tighter fit, other layers are less accurate so move the spray back slightly)
Don't allow sprays on collectable entities
use full res reflection buffer & depth if rendering in sfm
Updated objects for blendable shader with SFM fixes
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Allow high quality reflections to be composed on subviews
Added UF Climb (Willow) to map rotation
Early exit slopes when holding brake and under StopSpeed * 2
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Hammer: Fix crash when changing tile grid size without setting tile set
Run line drawing updates in a queue
Rigged up the new engine shake anim
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Mesh generation performance improvements
Enabled head look on snowmobile driver and passenger
Switched Tomaha glass to a metal physic material to avoid þe olde glass decal problem
Hammer: Update grid nav cell size
Hammer: Save tile grid cell size
Merge Snowmobile -> Aux. This should fix Aux breaking whenever the server restarts.
Fixed snowmobiles not loading correctly from save. Should fix Aux servers breaking on restart.
some string tweaks
claw attack happens only once on normal difficulty
Asset recompile
Update Controls page to show binds with Input.GetButtonOrigin
Asset recompile
Initial support for controller analog triggers
Right bumper as an alternative jump button on controllers
Diverge if final progress doesn't match reported value
Error reporting string tweak
Only have camera merge dist option in debug builds
Fixed co-op single camera option
Added and assigned separate AI design files for bear/polarbear.
Reduced regular bear aggro range.
merge from /PolarBear rawr
manifest + spawn populations
Bear slightly less aggressive
Polar bear corpse yield slight buff
Update .addon
Generate new fgd, remove old
Asset recompile
Added Asset.OpenInEditor()
Added AssetSystem.FindByPath( x )
valuechanged signal
Filter in icon picker
Different editors for map and gamemodes
Select last selected addon
Fix setting chaperone to NULL causing an error
Add Archers to list properly for Watch Tower + update process methods
Ensure trebuchet does not attack own units
Pass owning player into trebuchet projectile
Fix orientation of bomb model
Simplify IDamageable
Units will no longer change formation during attacks. Units will not move or attack for 0.5 seconds on spawn. Units will not move toward any kind of formation if it would be outside of the range of attack. Added EggFlags.Invulnverable. Gate archers are invulnerable.