248,854 Commits over 3,959 Days - 2.62cph!

4 Years Ago
Fixed gas mask itemid
4 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
4 Years Ago
Excavator test scene
4 Years Ago
Depth of Field Refactor postprocess shader Fix offsets being wrong when reading depth on a viewport
4 Years Ago
Attack range multiplier (and related attack events) test changes.
4 Years Ago
junkpile_a cover point tweaks
4 Years Ago
merge from misc_fixes_feb21
4 Years Ago
Fixed fridge excessively large prevent building volume
4 Years Ago
fixed XL neon signs blocking windows
4 Years Ago
TakeCover state triggers StateError event if no valid cover point found
4 Years Ago
oilrig design tweaks
4 Years Ago
RF Pager Silent typo fix
4 Years Ago
merge from main
4 Years Ago
Holding RF Transmitter no longer flags the player as hostile
4 Years Ago
Allow small box placement under mixing table
4 Years Ago
Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behavior
4 Years Ago
Workcart red colour variation: -red variant materials use a simple _Red suffix to differentiate; these are the only ones that need to be used for the variant. -removed ao from where the glass window and frame used to be on the door.
4 Years Ago
Stricter large swimming pool volumes - exploit fix
4 Years Ago
Fixed RPC codegen when using virtual/override
4 Years Ago
fixed RFBroadcaster stackable #2
4 Years Ago
Merge from main/Workcart
4 Years Ago
Network++ Save++
4 Years Ago
Merge from main
4 Years Ago
Tweak footstep sound events
4 Years Ago
Renamed FollowEntity to SetParent Merge branch 'master' of sbox Added SetParent overload which takes the bone id
4 Years Ago
Merge from slots
4 Years Ago
Cleanup
4 Years Ago
new laser core hard laser cores Merge branch 'master' of SpaceUsurperUnity hard storm cores
4 Years Ago
More foot ik work: Remove new trigger added this morning Fixed foot placement IK ray mask hitting incorrect vehicle layers IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required) This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
4 Years Ago
Add: - [Server] void Player:SetActivity(int [ACT_*] act) - [Shared] void Weapon:SetActivity(int [ACT_*] act)
4 Years Ago
Updated test map barricades
4 Years Ago
Set up spline for mirrored station piece
4 Years Ago
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
4 Years Ago
Add: - int [TASKSTATUS_*] NPC:GetTaskStatus() - void NPC:SetTaskStatus(int [TASKSTATUS_*] status) - TASKSTATUS_NEW, TASKSTATUS_RUN_MOVE_AND_TASK, TASKSTATUS_RUN_MOVE, TASKSTATUS_RUN_TASK, TASKSTATUS_COMPLETE - float NPC:GetMoveInterval() - void NPC:SetMoveInterval(float) - float NPC:GetIdealMoveSpeed() - float NPC:GetIdealMoveAcceleration() - Vector NPC:GetMoveVelocity() - float NPC:GetMinMoveStopDist() - float NPC:GetMinMoveCheckDist() - bool NPC:IsMoveYawLocked() - void NPC:SetMoveYawLocked(bool bLocked) - void NPC:MoveStart() - void NPC:MoveStop() - void NPC:MovePause() - void NPC:ResetMoveCalc() - void NPC:MoveClimbStart(Vector dest, Vector dir, float dist, float yaw) - int [AIMR_*] NPC:MoveClimbExec(Vector dest, Vector dir, float dist, float yaw, int nodesLeft) - void NPC:MoveClimbStop() - AIMR_BLOCKED_ENTITY, AIMR_BLOCKED_WORLD, AIMR_BLOCKED_NPC, AIMR_ILLEGAL, AIMR_OK, AIMR_CHANGE_TYPE - void NPC:MoveJumpStart(Vector vel) - int [AIMR_*] NPC:MoveJumpExec() - int [AIMR_*] NPC:MoveJumpStop()
4 Years Ago
Fixed hand IK grip targets in workcart cabin
4 Years Ago
undo: PreUndo hook Update undo.lua Update undo.lua Update init.lua Update undo.lua Merge pull request #1762 from NathanX-S/patch-4 undo: PreUndo hook
4 Years Ago
Add foot IK trigger to workcarts
4 Years Ago
Fix foot ik changes not applying while parented (whoops)
4 Years Ago
Simplified CallMethod generated code a bit Fixed BulletsInRadiusEnumerable
4 Years Ago
Moved the warning beep audio source into the cockpit
4 Years Ago
A better place to stop the proximity loop
4 Years Ago
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
4 Years Ago
Re-enabled proximity warning after refactoring
4 Years Ago
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4 Years Ago
Add file.AsyncRead(string file, string path, function(string file, string path, int status, string data) callback, bool sync = false)
4 Years Ago
hard tentacle cores Merge branch 'master' of SpaceUsurperUnity hard orb cores hard claw cores hard frame cores Merge branch 'master' of SpaceUsurperUnity
4 Years Ago
Fixed case where inaccurate spins remaining would display in slots UI
4 Years Ago
Added EnumerableForEachMethodCallGenerator
4 Years Ago
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance Added the new trigger to the static elevator lift
4 Years Ago
updated train barricade art fixed slow walking NPCs not playing footstep sounds TunnelDweller NPC will not longer roam far from it's initial spawn position