239,386 Commits over 3,837 Days - 2.60cph!

4 Years Ago
AI converter tool now handles HTN spawners/npcs
4 Years Ago
Merge from network_tick_optimization
4 Years Ago
Compile fix. Also fixed NRE for missing rigidbody
4 Years Ago
merge in
4 Years Ago
ai fixes
4 Years Ago
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
4 Years Ago
Merge from network_tick_optimisations
4 Years Ago
deleting confusing old anim source files, max files, folders
4 Years Ago
merge from main
4 Years Ago
converted some more lights prefabs
4 Years Ago
Train tunnel prevent building volumes
4 Years Ago
Lighting pass on tunnels corridors and stairwells Replaced neon lights for loded flare ones
4 Years Ago
Fix MonumentSignText disabling itself
4 Years Ago
Merge from signage branch
4 Years Ago
unused materials delete
4 Years Ago
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures Made ladder volume inside vent less awkward
4 Years Ago
Added military tunnel test scene, some initial debugging to help figure out what's going on.
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed world not properly spawning on first connect
4 Years Ago
Compile fix
4 Years Ago
▊█▍▊▊ ▉▊▌▌█▆▋▍▍ ▅▊▆▌▆, ▅▆▋▊▍ ▅▋▄▅▊▋ ▅▉ ▍▊▆▇▉
4 Years Ago
Slot machine effects, light tweaks & texture optimizations
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed robocopy exit code handling (wtf)
4 Years Ago
Can change map name
4 Years Ago
Offset decals to combat decal flickering
4 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
4 Years Ago
Property Binding Allow access to System.DateTime Move text alignment logic to Label Label.GetCaretRect works with text-align right Label.GetLetterAt works properly with text-align: right Added UITests for TextEntry and TextAlign
4 Years Ago
Merge from main/Workcart
4 Years Ago
Committing everything that changed from a game manifest update (build times)
4 Years Ago
Use robocopy instead of xcopy Since xcopy has a 254 character path length limit
4 Years Ago
Devcam, hit hitboxes Allow bigger blur Instant Focus
4 Years Ago
WIP rendering tunnels on the map
4 Years Ago
Disable server side gameobject enabling/disabling every frame on hot air balloons Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately) Remove some allocations in ObjectWorkQueue
4 Years Ago
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
4 Years Ago
Remove gibbable component (static elevator lift is immortal) Cleaned up some colliders and fixed physics surface
4 Years Ago
corelayer color blink uses EffectTime instead of stage time invasion core wip Merge branch 'master' of SpaceUsurperUnity hard invasion cores
4 Years Ago
Fixed jittering when travelling down in the static elevator
4 Years Ago
Distance checks are equal
4 Years Ago
Disabling buoyancy for objects that are not in range of a player
4 Years Ago
Enable read/write on Workcart gibs
4 Years Ago
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
4 Years Ago
Minor refactor
4 Years Ago
Workcart spawn changes: - Don't snap to track based on collision with it; look in a sphere near the wheels instead - Snap reliably to the exact track position the train is sitting on - Look for track on initial spawn only. If we're derailed, we're not getting back on
4 Years Ago
Updated cinematic controller to include additional generic animations
4 Years Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
4 Years Ago
Remove a redundant IsInvoking check
4 Years Ago
Fixed bullet system codegen regression OnKeyframe, isPositive support Circle skew property support
4 Years Ago
Hammer: Texture Browser's current selection is now a read only editable text box so you can copy from it
4 Years Ago
Hammer: Changed the default 3D view type to "Textured Shaded" from "Wireframe"