239,684 Commits over 3,837 Days - 2.60cph!

3 Years Ago
Fixed CEntityInstance being used from engine2.dll, in which g_pEntitySystem is null so was causing things like SetEntityName to crash Merge branch 'master' of sbox
3 Years Ago
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3 Years Ago
merge from main
3 Years Ago
changing default display on sapling_conifer_small to temperate
3 Years Ago
Better sewer branch blend map
3 Years Ago
Phrases + codegen check
3 Years Ago
Disabling graphics jobs on macOS for better profiling
3 Years Ago
Don't update look direction on modelstate from the server on the local player - we set that every frame so it's more accurate locally Rotate our smoothed direction instead of lerping
3 Years Ago
festive xmas wreath holly floating fix
3 Years Ago
Setting up chip locations and definitions
3 Years Ago
Minor edit to cardtable
3 Years Ago
Can now save shots into folders
3 Years Ago
Progress on getting player sample working
3 Years Ago
Change magnet crane animator to physics mode
3 Years Ago
Zone sample mostly implemented
3 Years Ago
Crane LOD distance tweaks.
3 Years Ago
Fixed on/off states for new lightgroups
3 Years Ago
Magnetcrane flare changes
3 Years Ago
More styling
3 Years Ago
Can collapse shot list Added counts to each folder widget
3 Years Ago
Fixed it better with particle play/stop instead of gameobject sillyness
3 Years Ago
Fixed the magnetcrane exhaust bind
3 Years Ago
Magnetcrane: Disabled the always-on reversing light for now
3 Years Ago
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3 Years Ago
Initial progress on a sample program to test everything
3 Years Ago
Applied light prefabs to Crane, and broke its exhaust effect binding Fixed refract mat having a yellow tint Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better PFX scene file
3 Years Ago
Show expandable folders in shot list Add folder button
3 Years Ago
magnet crane and shredder sound tweaks + polish
3 Years Ago
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3 Years Ago
shredded modular cars now produce resources associated with their attached modules increased magnet crane respawn time to 5-10 minutes (was 1 second)
3 Years Ago
PFX scene. Crane Lightgroups & FX prefabs.
3 Years Ago
perf improvement
3 Years Ago
fix for antihack issues
3 Years Ago
increased kill trigger damage on car shredder fuel system hand ik properly enable/disable damage triggers
3 Years Ago
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3 Years Ago
Apply a circular target position offset when roaming and grouped. Fix for joining a group of a member, not a leader. Animal idle state now sets random facing direction. Set stag and wolf max group sizes.
3 Years Ago
Citizen V2 progress Polished N walk / N crouch-walk, pistol & sit poses, fixed rust_pistol (but not committing that one yet to not break the existing V1 citizen), other misc. stuff
3 Years Ago
crane driver now takes damage from bullets !can no longer push cars through terrain fixed tread/shock values of magnet crane
3 Years Ago
Postfx now use a context that contains more info.
3 Years Ago
merge from ai main
3 Years Ago
Better colliders for medium rock formations
3 Years Ago
rocket_crane lift is r/w enabled again
3 Years Ago
fixed a segments of cave_sewers_hard not being linked inside culling volumes
3 Years Ago
replaced static signs with harvestable ones in junkyard
3 Years Ago
Tweaks
3 Years Ago
relinked some broken nested prefabs
3 Years Ago
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
3 Years Ago
converted cargoship hdrpb prefab. added hdrpb test scene CraggyIsland_AI_Cargoship
3 Years Ago
Added hdrpb CraggyIsland_AI_Excavator test scene. Adde a separate prefab/ai design for excavator scientists.
3 Years Ago
supermarket - fixed some zfighting with pavement