199,032 Commits over 4,140 Days - 2.00cph!

6 Years Ago
set mipbias to 1 on foam array
6 Years Ago
Added FX/Additive Billboard for Petur
6 Years Ago
Rig2 lights turn on and off depending on the time of day.
6 Years Ago
Lot purchase UI was missing dollar signs. Added a general WiseGuys currency extension method and used it in a few places.
6 Years Ago
Light quad imposters to Rig2 lighting prefab.
6 Years Ago
npc damage modifications
6 Years Ago
Added optional toggle fade w/ adjustable duration to AmbientLightLOD; off by default
6 Years Ago
NPCs now die automatically if they get really stuck for more than 30s
6 Years Ago
removed problematic cover point
6 Years Ago
oilrig modifications
6 Years Ago
flashlights
6 Years Ago
ch47 crush trigger cover handling
6 Years Ago
Cheapo unlit GPU billboard shader. Related mats.
6 Years Ago
Added ProgressTime to water system; useful for debugging
6 Years Ago
Fixed black regions on horizon when looking up through the waves
6 Years Ago
cover state reload improvements
6 Years Ago
Hapis warning fix
6 Years Ago
L4D1 cables ( and probably other L4D1 maps too ) cables/ropes are no longer invisible, SplineRope fallbacks to Cable shader.
6 Years Ago
90% sure we don't need to position non-visible proxy characters
6 Years Ago
L4D1 maps no longer flicker mad (Unsupported $detailblendmode modes fallback to 0)
6 Years Ago
spas12 stock downsized to 1024 (saved extra 10MB)
6 Years Ago
Downsized spas12 and splash foam textures to max 2048 (saved 105 MB)
6 Years Ago
Longer wave crests
6 Years Ago
scene2prefab
6 Years Ago
AI cover logic for reloading intelligent reload logic when low ammo Exfil state allows shooting pick unique engagement points if possible (flank) do not finish an entire burst if line of sight lost pick unique roam points (no more bunching up) smaller radius for obstacle avoidance (pass eachother on stairs)
6 Years Ago
Fixed a brief sort of teleport slide that new proxy characters (NPC and human) would do when first spawning in.
6 Years Ago
World Lights loading uses version number, and displays version mismatch message
6 Years Ago
Delayed junkpile loot spawn slightly to avoid null group warnings from JunkPileWaterSpawner parenting
6 Years Ago
Fix flechette gun console spam
6 Years Ago
Added DISPSURF_ enums Added SurfaceFlags and DispFlags to TraceResult
6 Years Ago
Rig2: Spotlight cull popping fix. Rig2: Hero light meshes have very long range visibility. Rig2: Increased some light cull distances. Fixed a bunch of light fixture mats not being GPU instanced.
6 Years Ago
Tweaks to crest foam; replaced foam array with matt's
6 Years Ago
[D11][Tutorial] Signal flare now stops on player loot of supply drop
6 Years Ago
Added growing items to shop. Tweaked shop amounts etc. of a few items.
6 Years Ago
Refactors FE SFX a little. Adds in looping sfx when finding a game.
6 Years Ago
Refactors how the FE SFX work. Adds in looping SFX whilst finding games to join.
6 Years Ago
merging growing stuff
6 Years Ago
Fixed spawn locations in game mode. No longer found purely by code + guessing.
6 Years Ago
Fixed LODConverter working on root obj not current obj
6 Years Ago
[D11][Tutorial] Fix for issue #1033, refactored objective system so previous task animations no longer interfere with new tasks
6 Years Ago
[D11][Tutorial] Tutorial setup now occurs earlier
6 Years Ago
[D11] Reduced COL Meshes
6 Years Ago
Tweaks
6 Years Ago
[D11] Clients can now time themselves out if a server isn't responding, and servers will now timeout unresponsive dead players as well as living ones
6 Years Ago
Working on fixing spawn locations.
6 Years Ago
added greybox building components
6 Years Ago
backup greybox
6 Years Ago
[d11][Audio] Created brand new reverb presets ready to apply to structures etc.
6 Years Ago
Fix up pool mode 2 in D11WorldSpawn
6 Years Ago
Ensure RandomDestroy stuff doesn't end up in D11WorldSpawn (not safe to pool)