199,752 Commits over 4,140 Days - 2.01cph!

10 Years Ago
Bootil xlink
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10 Years Ago
Automated OSX Build #31
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10 Years Ago
Automated Windows Build #31
10 Years Ago
Lets spell define right
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10 Years Ago
Automated Windows Build #32
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10 Years Ago
Automated Linux DS Build #32
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10 Years Ago
Automated OSX Build #32
10 Years Ago
UI cleanup, considerations for machine (fire) item input and tribe "requirements" are no longer boolean but instead return a value (see Machine.ValueOfInput)
10 Years Ago
linux build test
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10 Years Ago
Automated Windows Build #33
10 Years Ago
Fixed bad scoring in Machine process ValueOfInput
10 Years Ago
Fuck Linux
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10 Years Ago
Automated Linux Build #34
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10 Years Ago
Automated Windows Build #34
10 Years Ago
5.2.2p2
10 Years Ago
Tweaks
10 Years Ago
DSE tweaks
10 Years Ago
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10 Years Ago
YAMfM
10 Years Ago
Server shutdown speed
10 Years Ago
- Needs are now Stats - Rewrote methods in Agent+Stats. Added generic methods for GetStat and HasStat, with type specific overloads for convenience - Removed Need Triggers - Removed Need related Conditions/Considerations and Actions - Removed NeedManager - Removed redundant AttributeManager - Removed un-used AttributeStat/AttributeStatSettings (leftovers from testing ptrefall?) - Misc GC opt. in various scripts (foreach removals mostly)
10 Years Ago
- Agent.AttributesAndSkills renamed to Agent.Stats - Remade StatCollections for all Agents
10 Years Ago
10 Years Ago
NeedSettings StatClass property returns correct type
10 Years Ago
Steamworks
10 Years Ago
Max file.
10 Years Ago
Right one.
10 Years Ago
tweaked the player's turn in place animations added water splash fx for when the player is treading water/swimming above waterline
10 Years Ago
WeatherSettings now stores a list of EffectSettings, which are applied globally when weather changes.
10 Years Ago
Fix derp
10 Years Ago
* Fixed Combine Mine leaving looping sound behind if removed while the sound is playing * Fixed a bug with Bugbait and Grenade weapons where you can have both stuck in unusable state * Fixed SF_TRIG_TOUCH_DEBRIS not working in any tigger entity * Fixed Weapon.GetActivity() not returning any values * Added Weapon.GetWeaponViewModel() - returns string * Added Weapon.GetWeaponWorldModel() - returns string * Added Weapon.GetWeight() - returns int * Added Weapon.HasAmmo() - returns bool * Added Weapon.AllowsAutoSwitchTo() - returns bool * Added Weapon.AllowsAutoSwitchFrom() - returns bool
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10 Years Ago
Automated Linux Build #35
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10 Years Ago
Automated Linux DS Build #35
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10 Years Ago
Automated OSX Build #35
10 Years Ago
reload single bullet for shotgun
10 Years Ago
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10 Years Ago
Automated Windows Build #36
10 Years Ago
FOR FUCK SAKE asteroid model/ optim /prefab/particle/collision/texture
10 Years Ago
Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck
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10 Years Ago
Automated Windows Build #37
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10 Years Ago
Automated Linux Build #37
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10 Years Ago
Automated Linux DS Build #37
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10 Years Ago
Automated OSX Build #37
10 Years Ago
- Stat linkers are updated every tick (ptrefall pls confirm intent) - StatLinkerBasic has two operator settings (ratio and difference) - Added World.OnWeatherChanged event - FuelToEffect MachineProcess will stop the when the weather changes to something wet (rather bespoke handling for fires that feels hacky as shit) - Fixed Starving Effect not triggering
10 Years Ago
VFX Wip
10 Years Ago
- More Active entity reworking
10 Years Ago
Fix for Rust-121 - Amored doors have an additional offset
10 Years Ago
merge from main
10 Years Ago
- EntityAnimation can now set all it's BaseEntities to not active on start
10 Years Ago
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch