198,647 Commits over 4,140 Days - 2.00cph!

10 Years Ago
More optimalizations by way of caching (FindItem and UnitCanFindCraftingItems)
10 Years Ago
Fixed melee weapons thrown at barricades damaging the thrower
10 Years Ago
FindItem RunImplementation tweak
10 Years Ago
Fixed door close sound playing with first interaction of door Added BaseEntity.Flags.Busy Cannot interact with doors while closing or opening
10 Years Ago
-removed useless vec2 allocations -caching IQ objects in Zone+InfluenceMaps
10 Years Ago
Optimized ItemManager's FindBest* functions a bit by way of caching.
10 Years Ago
Set some DSEs to debug
10 Years Ago
Breeding group tweak to avoid stupid shelter seeking behaviour
10 Years Ago
FindItem fixes, removed IM considerations from most DSEs
bot
10 Years Ago
Automated OSX Build #25
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10 Years Ago
Automated Windows Build #25
bot
10 Years Ago
Automated Linux Build
bot
10 Years Ago
Automated Linux DS Build #24
10 Years Ago
Added atmospheric rain music
10 Years Ago
* Added new soundscript stuff from TF2 update & new map icons * Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect * Added CNewParticleEffect.IsValid() * Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset ) * Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up ) * Added CNewParticleEffect.SetSortOrigin( Vector origin ) * Added CNewParticleEffect.GetEffectName() - Returns string * Added CNewParticleEffect.StartEmission( bInfiniteOnly = false ) * Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false ) * Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem * Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) * Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
10 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
10 Years Ago
batched meshes, wall.window socket update wood shutters prefab, anims
10 Years Ago
FindItem improvements
bot
10 Years Ago
Automated OSX Build
10 Years Ago
GC opt in UnitCanFindCraftingItems/FindItem
10 Years Ago
Removed deprecated FFT code
10 Years Ago
YAMfM
10 Years Ago
- Placeholder collect item update
10 Years Ago
Merged latest water changes to main
10 Years Ago
Merge from main
10 Years Ago
Latest water changes
10 Years Ago
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10 Years Ago
More GC hunting
10 Years Ago
merge from main
10 Years Ago
Tone down yesterday's ssr tweaks a little bit
10 Years Ago
all chopper gibs are two sided
10 Years Ago
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10 Years Ago
Bucket of fixes for signs/banners
10 Years Ago
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10 Years Ago
Thrown weapon fixes
10 Years Ago
cleaned up temple ref folder
10 Years Ago
YAMfM
10 Years Ago
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10 Years Ago
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10 Years Ago
Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
10 Years Ago
Fixed index range errors in Stat+Tickable
10 Years Ago
- Removed some shit from town scene
10 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
10 Years Ago
- Can no longer damage off-screen stuff
10 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby
10 Years Ago
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers Added water fallback to lowest quality if GPU-based sim is not supported Tweaked water local reflection to be slightly faster; longer vertical reflections far away Merged in changes from Before; renamed shaders, minor refactor
10 Years Ago
Quick fix for high external gate sounds
10 Years Ago
update loot tables
10 Years Ago
grenades can stack to 2
10 Years Ago
merge into main