239,365 Commits over 3,837 Days - 2.60cph!

4 Years Ago
chippy logo crawler more credits crawlers some scores crawlers rest of the score crawlers credits stuff chippy crawler more credits crawlers and powerups Fixed case where cached ActionList methods weren't found Fixed redux bake error refactor base crawler credits text colors Merge branch 'master' of SpaceUsurperUnity credits enemy credits stuff credits array credits hazard, etc crawler attacks enemy stun attack zap dontDropShields credits enemy attack sfx tweak credits crawlers edited rest of the crawlers credits powerups attempt to fix speech bubble size more credits powerups more editing credits units hazard attacks finished hazard attacks credits stage balance tweaks zapped pattern enemy powerup pattern tweaked zap pattern credits enemy attacks credits bg color ball pit intro tips skip wont spawn on player round text buy label potential fix for ballpit round issue fix tweak fix fade giving player gun fixed kiosk prices, kiosk rarity changed some powerup rarity adjusted tooltips bump sfx more sfx reworked free shields shield balancing green and blue balls cant boost/blink during buy phase tweaked tip text potential buy phase fix ball sprite tweaks more bullet color stuff ball color playtest fixes and sfx wall powerup airstrike sfx, etc airstrike/remote bumper start on enemy side powerup balancing duplicate powerup snipe powerup playtest changes, potential snipe angle fix rename snipe to richochet hell powerup upgrade powerup powerup lvl floater shows MAX upgrade icon build fix, edgerunner powerup edgerunner wall indicator edgerunner reward changed kiosk item numbers rearranged kiosk positions made shield rare railgun powerup added slowmo refactored state progession money spawn in buy round rename player variables vomit is purple persecute powerup build fix cleanup remove shouldEnterBuyPhase gather effect createArrayFromRange, shuffleArray renaming more player vars shop randomness reroll wip reroll shop items remove reroll when all items bought teleport powerup tether powerup tether tweaks boosterPack powerup build fix dash mastery powerup shield generator powerup tenacity powerup luck affects boosterPack status callback onPlayerActivateStatus repeller powerup tether vine powerup rand.PointInRect ignorePlayerCollision can use PerUpdate fix reroll bug converge effect bullet reverted ignorePlayerCollision change, fixed reroll again hit_money powerup fix homing targeting fix turret ownership steal powerup confuse powerup snipe powerup powerup spawn warning ultimatum powerup buy round sfx some more giver patterns bg color/cloud progression Fixed keyframe animated properties in generated BulletSystems Merge branch 'master' into switch-performance Fixed SetValue codegen when using arrays
4 Years Ago
Balloon uses BaseSpawnerTool
4 Years Ago
Add BaseSpawnerTool to avoid duplicate preview drawing code
4 Years Ago
Fixed stairwell variant b never spawning
4 Years Ago
Rewrite sandbox tools using new tool system
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
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4 Years Ago
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
4 Years Ago
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
4 Years Ago
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4 Years Ago
PlayerInfo to PlayerScore Added Tool system
4 Years Ago
added ai.designing convar toggle
4 Years Ago
merge from main
4 Years Ago
Tweak wood impact
4 Years Ago
Implemented physics sounds
4 Years Ago
Fixed SceneObjectUpdater leak
4 Years Ago
Cleaning Model.Create
4 Years Ago
Train tunnels use "Darkness" environment type
4 Years Ago
Climate now works without biome map (falls back to temperate climate, for test scenes) Added "Darkness" environment type (disables directional light, makes skybox completely black) A single environment volume can now have multiple environment types
4 Years Ago
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4 Years Ago
Draw water stuff just before drawing translucents
4 Years Ago
Fixed AmbientLightLOD not properly preserving light intensity
4 Years Ago
cherrypicking 58646
4 Years Ago
Add SceneLayer to ModelEntity Merge branch 'master' of sbox
4 Years Ago
Added Physics.TestPointContents Entity.InternalEntityKeyValue gets called with a list of map entity keyvalues Added [HammerProp] for setting entity properties from hammer/fgd shit Merge branch 'master' of sbox
4 Years Ago
Put WaterSea on water scenelayer
4 Years Ago
Organize scenesystem definitions, start binding ISceneLayer Add per-basemodelentity scenelayerid and bind it Tiny adjustments to CreateRawModel Handle Water layers, assign custom scene layer ids
4 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
4 Years Ago
Fix broken prefab
4 Years Ago
More refactoring, just place a static elevator block at every floor
4 Years Ago
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
4 Years Ago
Merge Main -> Workcart
4 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
4 Years Ago
One icon that I missed on the crafting screen
4 Years Ago
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4 Years Ago
Icon appearance changes: - Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look. - Belt icons set to 90% opacity. - Updated some icons that I'd missed, that aren't linked to any icon prefab - Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
4 Years Ago
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified Immediately reset order quantities to 0 after clicking Buy
4 Years Ago
Compile fix
4 Years Ago
More static elevator work Added an ElevatorStaticFloor Trigger that designates a floor Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units Floor triggers can be placed at arbitrary heights
4 Years Ago
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4 Years Ago
Refactored BulletSystem shape handling, added ShapeUpdateSystem Refactored BulletSystem.OnSpawnBullet BulletSystem border warning color / glow / minOpacity codegen Fixed typo in ShapeUpdateSystem Keyframe / per-update animated properties now set complement to 1f
4 Years Ago
Improving spline indexing
4 Years Ago
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4 Years Ago
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4 Years Ago
- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer. - Darkened WorkCart cabin glass albedo, you could hardly see out of it - Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
4 Years Ago
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4 Years Ago
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4 Years Ago
merge from main