1 Hour Ago
Fixed roadside electrical boxes being misaligned with terrain. Roadside objects are now able to optionally align to the road's normal (while still facing in their assigned direction). I've set it to true for roadside decor (electrical boxes and road signs).
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1 Hour Ago
Mixing table scene backup
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2 Hours Ago
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4 Hours Ago
Merge from Main -> GeneralBugFixes
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4 Hours Ago
updated glass
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5 Hours Ago
Oar and canoe WIP setup
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Today
Locker now allows right-click moves from inventory for both clothing and belt items, putting them into the right slots. Previously only clothing was supported.
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Today
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Today
hide mixing recipes that require blueprint the player does not have
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Today
consumable ui duration bugfixes and balance
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Today
Fix inventory loading problems
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Today
Fix official servers not showing up in the official category (OnResponsiveServer doesn't get called for IpList)
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Today
Fixed TTT fgd crashing Hammer when used with Half-Life 2 fgd
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Today
TTT fgd doesn't conflict with half life 2 fgd
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Today
consumable modifier panel balance and fixes
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Today
Fix server rules never loading
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Today
Fixed certain ammo items in Hammer having error models
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Today
Fixed a crash issue with CLuaParticle.__tostring
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Today
Spawnmenu handles no spawnlists much better Added DTree_Node.GetChildNodes and GetChildNodeCount
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Today
Added DTree_Node.GetChildNodes and GetChildNodeCount Spawnmenu handles deletion of all spawnlists better, by first showing hidden ones that require mountable games, and then regenerating default spawnlists if there are no spawnlists whatsoever
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Today
Merge from main
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Today
Steam server list, friends list, now boots in editor
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Today
DTooltip now inherits derma skin of the panel it is opened for
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Today
DTooltip now inherits the derma skin from the panel it is opened for
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Today
Un-stubbing more of the Steam implementation
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Today
Better solution for DMenu skin inheritance
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Today
Fixed recipe menu not displaying chinese, arabic and other languages
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Today
Better solution for DMenu skin inheritance
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Today
Started working on a nicer way of adding background effects Example octopus background New background system working Fixed an inconsistency with DataPath.Get(relativeTo, path) Using new background system for legacy octopus Merge branch 'asset-bundles' into background-optimisation Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)" This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c. Made background paths in octopus absolute Fixed dt not being correct in dynamic updates Added spawnPositionVariance to backgrounds, fixed default colors Redux octopus now uses new background system Some more tools to help profile on Switch Added StageComponent / StageComponentBehaviour Some performance logging for switch Scene changes Got rid of BackgroundCamera More profiling for Switch Print performance into to the screen on switch Updated postprocessing package Fixed profiling on switch non-dev builds Fixed backgrounds not being cleared on restart Profiling individual render method calls
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Today
Make Statue saves via duplicator Also fixed the missing language string "Gravity" property saves via duplicator Get rid of debug thing from errors.lua Fixed NextBot gestures playing at 2x intended speed Removed Toeque Limit from Ballsocket tool as it did nothing Fixed Camera tool tracking players incorrectly Manhack Welder SWEP error checking Removed duplicate DImageButton:SetMaterial DMenu sub menus now inherit parent's derma skin DMenuOption's text has the same inset regardless if it has an icon or not 32 comes from DButton's PerformLayout, assuming icon size is 16x16 Fixed a regression with DScrollPanel
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Today
"Enable Gravity" checked status now properly saves via duplicator
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Today
TTT: Added Simplified Chinese language (Community)
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Today
Added language string for Undone_Statue "Make Statue" property now properly saves and restores via duplicator (affects only new dupes)
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Today
merge from main
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Today
Working on getting Steam working again
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Today
TTT: add Simplified Chinese language (#1701)
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Today
Merge from main
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Today
DMenu submenus inherit parent's derma Skin DMenuOption text offset is now the same whether it has an icon or not
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Today
Fixed demo NRE
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Setup berry bounds
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Today
Print performance into to the screen on switch Updated postprocessing package Fixed profiling on switch non-dev builds Fixed backgrounds not being cleared on restart
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Today
Improved shader added a detail amount parameter.
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Today
Barricade cover deployable purchasable at Compound
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Today
Fixed mixing table costing 500scrap to research
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Today
Scene changes Got rid of BackgroundCamera More profiling for Switch
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Today
phrases
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Today
network++
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Today
~ merge from /mixingTable
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Today
Tea modifiers changes
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Today
progress backup wooden building
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Today
Tea duration buff
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Today
Reduced recipe costs
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Today
Explosive tea recipe changes
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Mixing table particle functionality
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Today
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Yesterday
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Yesterday
Improved locker fix that keeps the right amount of belt slots
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Yesterday
Merge from main
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Yesterday
Added a GrowableHeatSource component to make heaters affect plants Uses the new TimeCachedValue to prevent repeated artificial temperature checks (like light checks)
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Yesterday
Fixed the fix
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Yesterday
Fixed wood tea sounds
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Yesterday
Fixed invisible item slot in the locker UI
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Yesterday
Mixing Table VFX + lighting & related files. Instanced some materials that weren't.
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Yesterday
Table effects backup
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Yesterday
The powered water purifier will stop converting salt water when it's output container is full, will automatically resume once some fresh water is removed
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Yesterday
Compile fix
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Yesterday
Respect max stack size when creating items. Recipes can include liquid as an ingredient and will forward the liquid container's contents item.
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Yesterday
typo
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Yesterday
Fixed two modular car presets not having an engine!
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Yesterday
Some more tools to help profile on Switch Added StageComponent / StageComponentBehaviour Some performance logging for switch
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Yesterday
water entry sound tweaks
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Yesterday
Merge from main
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Yesterday
recipe book
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Yesterday
merge from main
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Yesterday
More consistent type/NULL checking: CNavArea and CLuaEmitter CLuaParticle.SetThinkFunction/CollideFunction now ErrorNoHalts on bad input
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Yesterday
Cherry pick Mac IL2CPP build fixes
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Yesterday
Set Mac IL2CPP back to release mode now that it (hopefully) works
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Yesterday
Refactor skin approval list to use about a million methods instead of a one gigantic constructor (fixes clang trying to use 100GB of RAM to compile)
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Yesterday
Fixed a dozen crashes with Half-Life 2 weapons when the server has hit the edict limit
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Yesterday
Potentially fix a crash with RichText
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Yesterday
remove the duplicate DImageButton.SetMaterial function
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Yesterday
merge from /excess
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Yesterday
merge from main
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Yesterday
Testing out using forceRenderingOff instead of renderer.enabled
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Yesterday
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Yesterday
merge from main
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Yesterday
mixing duration changes
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Yesterday
Double berry spawn densities, added grass splat type.
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Yesterday
Load RandomUsernames from a json file
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Yesterday
Fixed Holmzy's barrel problem
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Yesterday
Remove black berry from spawn population
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Yesterday
Don't display a blank tooltip
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Yesterday
changes to scrap calculation
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Yesterday
Cherry pick fixes
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Yesterday
packages-lock.json
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Yesterday
Unity 2019.4.6f1
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Yesterday
Source files for Fishing net texture set, wooden walkways scene, wood panels texture set changes, wooden walkway normal rebake changes
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Yesterday
Some new mats Changed the albedo of wood_panel_a to lose the AO baked in, change red balance to fit fishing villages wood
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Yesterday
Fix path for memsnap commands Some build config fixes
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Yesterday
allow mixing to start with any amount of items in matching recipes, return any excess ingredients to the player
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