249,469 Commits over 3,959 Days - 2.63cph!

3 Years Ago
Post Box - LODS for post box
3 Years Ago
Added `rts_obstacle` an entity that can be placed in Hammer for players to destroy. Added ObstacleEntity, IHudEntity interface and implemented IDamageable. Updated Rocket Launcher to use a model for the projectile and the grenade abilities now use one too. Updated Tooltip to blur the bakground. Made Rocket Launcher fire sound more audible.
3 Years Ago
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
3 Years Ago
Made Entity.GetBloodColor shared
3 Years Ago
Fixed compiled particle files?
3 Years Ago
Added a different sound for gathering beer from barrels to mining rocks
3 Years Ago
Various balance changes of times and costs for every item in the game (first pass)
3 Years Ago
Lab count changes to limit excessive blue puzzle module gen
3 Years Ago
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3 Years Ago
WIP prefab setups for spawnable cinematic lights
3 Years Ago
network++
3 Years Ago
Fix some air level checks that should have stayed as water level
3 Years Ago
Working on various air/water stuff. Some refactoring
3 Years Ago
Replace the "Drowning" UI status with a "Low Oxygen" status, so the same warning can be used for low oxygen when not in water (inside a submarine etc). New O2 icon.
3 Years Ago
Only create reverb processor if there's baked reverb data
3 Years Ago
Add reverb node to mixgraph vmix
3 Years Ago
Initial oxygen work
3 Years Ago
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3 Years Ago
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3 Years Ago
USE_STEAMAUDIO for sbox
3 Years Ago
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3 Years Ago
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3 Years Ago
Add surfaceproperties_steamaudio with a default entry to stop "Bake Reverb" from crashing
3 Years Ago
Duo sub minor parent trigger base adjustment to start it slightly below the roof level
3 Years Ago
added bollard_bar and bollard_bar_connector to make bollard fences
3 Years Ago
Fixed progress bar notch colours
3 Years Ago
Updated greenlands with model material changes.
3 Years Ago
Fixed Move particle not working correctly, updated model textures and tool textures.
3 Years Ago
New performance summary from the Switch Forked KokkuGames/PostProcessing
3 Years Ago
Street Bin - added LODS and adjusted full bin variant Merge branch 'master' of sbox-game Merge branch 'master' of sbox-game
3 Years Ago
Fixed default env_cubemap_fog texture
3 Years Ago
Start of inner areas
3 Years Ago
Fix an issue with PathPlatformEntity.DoMove
3 Years Ago
Added ent_path_platform and path_generic entities ent_path_platform uses the Path Tool generated path (path_generic) to move between its nodes. Has inputs useful for things like elevators and generic moving platforms based on nodes.
3 Years Ago
post box - slight tweak to mesh
3 Years Ago
Post Box - First pass of textured post box
3 Years Ago
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
3 Years Ago
Fixed movement marker color
3 Years Ago
Added additional TerrainFilter checks to icebergs
3 Years Ago
Added the Suicide Drone entity implementation and fixed some looping attack sounds
3 Years Ago
Desert camo netting generic texture set
3 Years Ago
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
3 Years Ago
removed lamp_post_tiling material and textures, rebaked, textured, uv, lodded lamp post and reexported, set up prefabs.
3 Years Ago
Using KokkuGames/PostProcessing
3 Years Ago
Using KokkuGames/PostProcessing
3 Years Ago
Prefab updates to enable the small secondary moonpools
3 Years Ago
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
3 Years Ago
Better secondary moonpool code