131,157 Commits over 4,232 Days - 1.29cph!

2 Years Ago
missing file
2 Years Ago
more frame wip
2 Years Ago
Manifest, id fixes Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door Added a player inventory config for testing
2 Years Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
2 Years Ago
Play a bear roar sfx during the bear mission conversation
2 Years Ago
Don't play sfx for pings created by the mission objectives
2 Years Ago
Give more starting resources in base building mission Don't turn the mission provider to face the player Description fixes
2 Years Ago
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
2 Years Ago
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
2 Years Ago
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
2 Years Ago
merge from io_bed_issue
2 Years Ago
merge from cached_browser_tag_fix
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
3p hmlmg hand clipping fix
2 Years Ago
Final grading for L. Light emission driven by its own entity to simplify.
2 Years Ago
viewmodel glove skinning fixes - diversuit skinning fixes - scientist suit skinning fixes - hazmat skinning fixes - boneknife base file update with correct bone positions - boneknife prefab updated - combat prefab updated
2 Years Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
2 Years Ago
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2 Years Ago
Rail keeps more distance from monuments
2 Years Ago
Added player skeleton to HuntingTrophy_small Added chicken head to HuntingTrophy_small Texture tweaks for HuntingTrophy_small
2 Years Ago
Set the missing material in the entrance prefab
2 Years Ago
Added missing concrete pavement material
2 Years Ago
More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen
2 Years Ago
merge from DraculaCape
2 Years Ago
Regenerating all rail splines
2 Years Ago
Network++ Enabled Halloween event Enabled scarecrowpopulation Enabled scoreboard Switched collectables to halloween themed Added bone collectables Updated ambience Enabled candy vision Updated menu video Frank table default craftable Updated loot tables Enabled halloween portals with a population of 1
2 Years Ago
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
2 Years Ago
merge from main
2 Years Ago
Adding back prevSign workaround
2 Years Ago
Better TerrainPath cliff and decor topology handling
2 Years Ago
phrases / codegen checks
2 Years Ago
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail) GenerateRailLayout cleanup for BlockedPointsAdditional TerrainPathConnect center point calculation fix in GenerateRailLayout Removing prevSign workaround from GenerateRailLayout
2 Years Ago
Pathfinder directional algorithm updated to new heuristic
2 Years Ago
PathFinder int overflow fix that led to crazy paths
2 Years Ago
Mesh.quality affects DecalCull component
2 Years Ago
Look at the conversation NPC's actual model head instead of the static eye position
2 Years Ago
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
2 Years Ago
Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
2 Years Ago
Server compile fixes
2 Years Ago
Deauthradius convar now works on modular cars with code locks
2 Years Ago
Only show No Respawn HUD icon when on a tugboat
2 Years Ago
mirrors wip
2 Years Ago
Fixed laser and torch attachments not activating properly after a server reload if the turret was powered during the save
2 Years Ago
Compile fix
2 Years Ago
Added HuntingTrophy_Small model/materials
2 Years Ago
Converted random switch, memory cell and blocker to use existing glow materials instead of modifying them to hardcoded values at runtime Fixes these entities lights not glowing like other IO entities, will be more maintainable going forwards
2 Years Ago
Fixed turning a new autoturret on not disabling other turrets in range that now have too many nearby, if they have more in their radius than we do in ours