192,970 Commits over 4,049 Days - 1.99cph!

3 Months Ago
Scene tweaks
3 Months Ago
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
3 Months Ago
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
3 Months Ago
Catapult flame ammo + lighting + sound emitter.
3 Months Ago
Fixed siege_weapon_ballista_base generating new materials on import
3 Months Ago
Fixed incorrect back bone offset on knight chest piece
3 Months Ago
lunar new year branch and very wip item setup
3 Months Ago
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
4 Months Ago
Catapult incen ammo.
4 Months Ago
Fixed potential NRE when using ioentity.debugqueue
4 Months Ago
Disable all scientists in primitive mode
4 Months Ago
Add convars to block NPCs from spawning - `npc_spawn_on_junkpile` specifically for junkpiles - `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
4 Months Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
4 Months Ago
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental) Improved spine IK motion again
4 Months Ago
FX progress backup. Small transmission tweak on catapult bucket.
4 Months Ago
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4 Months Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
4 Months Ago
Added "DoImpactEffect" for `ai` and `nextbot` SENTs Added model scale preview to Hammer Fixed a typo in hl2 fgd Update Portal turret relationships to certain NPCs Antlions fear them now, and it hates combine hunters and gunships Fixed Portal Rocket Turrent not updating its facing angles when no target game.CleanUpMap deletes C_Hairball Merge Pull Requests * Fix indentation of the gamemode list items * make file.Write and file.Append return success of file.Open used internally
4 Months Ago
Ensured reload to reload step is smooth
4 Months Ago
Adding boomerang animation content and initial set up files
4 Months Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
4 Months Ago
Clean: removing no longer relevant comment
4 Months Ago
Update: DemoServer improvements and fixes - All ticks are now accepted - exposed an editor only API to inject ticks (avoid serialization roundtrip) - cleaned away tick logging - it generated too many logs Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next. Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.
4 Months Ago
Indirect Instancing: Add initial support for sub meshes
4 Months Ago
Fire ammo stuff/backup
4 Months Ago
- Hopper LODS
4 Months Ago
blowpipe viewmodel prefab updates - set viewmodel mesh to 0.7 in the z ( to make it feel closer to camera) - set up viewmodel renderers - set to use viewmodel camera - removed crossbow mesh from prefab - removed ironsights script
4 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
4 Months Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
4 Months Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
4 Months Ago
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4 Months Ago
Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
4 Months Ago
adobe fixes
4 Months Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
4 Months Ago
UI
4 Months Ago
- skewed UV's fix Hopper
4 Months Ago
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4 Months Ago
updated minicrossbow vm anims
4 Months Ago
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4 Months Ago
Upadting skinning on lower LOD levels for knight armour
4 Months Ago
fixed floaty window collision on shipping container skin
4 Months Ago
Update: DemoServer - split ticks by distance instead of time - Splitting by time didn't guarantee that they were in valid distance ranges - Also handle case where we get positional data while the player is still initializing Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating. Tests: played the same demo, observed the logs.
4 Months Ago
- Hopper LOD0 Art pass
4 Months Ago
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
4 Months Ago
updated mini crossbow 3p anims
4 Months Ago
Merge from branch /main/indirect_instancing to branch /Aux
4 Months Ago
DANGER: Enable Read/Write on ALL models project-wide
4 Months Ago
DANGER: Enable GPU instancing on ALL materials project-wide
4 Months Ago
Merge from /main
4 Months Ago
Indirect instancing: Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder. Add support for MeshCull, RendererLOD and MeshLOD. Add editor scripts to enable GPU instancing and Read/Write on all assets. Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them). Add the camera component from code, but only once. Rename instanding_id to instancing_handle. Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.