192,868 Commits over 4,049 Days - 1.98cph!

7 Months Ago
merge from world_update_2
7 Months Ago
Reimported cliff_tall_d
7 Months Ago
radtown music missing files
7 Months Ago
radtown music
7 Months Ago
junkpile_water and oceanwreckbuoys seaweed dressing
7 Months Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
7 Months Ago
merge from main
7 Months Ago
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7 Months Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
7 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
7 Months Ago
world_update_2 -> Aux2
7 Months Ago
radioactive_water -> world_update_2
7 Months Ago
Water purifier no longer purifies radioactive water
7 Months Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
7 Months Ago
Ensure throwing out water forces a rad count on the vessel
7 Months Ago
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7 Months Ago
Fixed corrupted Cliff_tall_d_diff texture
7 Months Ago
Apply Panel:SetHTML/RunJavascript restrictions from main branch
7 Months Ago
Merge from world_update_2
7 Months Ago
sponcoers
7 Months Ago
viewmodel - fixed remaining attachment issues
7 Months Ago
Merge from world_update_2
7 Months Ago
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
7 Months Ago
Allow underwater plants to respond to displacement using Brian's new displacement override. Adjusted displacement planes to see if that has any effect
7 Months Ago
Iterate on covers
7 Months Ago
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7 Months Ago
Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
7 Months Ago
viewmodel - fixed ironsights being too low
7 Months Ago
Compile fix
7 Months Ago
cherrypicking world_update_2/concrete_barrier_material_fix
7 Months Ago
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7 Months Ago
merge from cuffs_backpack_fix
7 Months Ago
merge from fix_backpack_learnbp
7 Months Ago
renamed controller and anims to meet naming convention
7 Months Ago
network++ save++
7 Months Ago
merge from cave-reverb-fix
7 Months Ago
merge from world_update_2
7 Months Ago
added hammer anims to controller
7 Months Ago
added viewmodel hammer anims
7 Months Ago
Added larger radius terrain filter to avoid rivers to ice sheets
7 Months Ago
world_update_2 -> radioactive_water
7 Months Ago
Try rolling back changes to `game.CleanUpMap`
7 Months Ago
Added more terrain anchors to rock_formation_a to prevent gaps
7 Months Ago
cave_large_medium terrain check fixes
7 Months Ago
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7 Months Ago
wip fire rate test
7 Months Ago
Added second ocean topology pass after all cliffs have been spawned
7 Months Ago
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
7 Months Ago
better separation of flow vector/angle generation, still need to find a proper home for it
7 Months Ago
Fixed collision issues and floating geo on cliff_jutting_d