5 Minutes Ago
Merge from vehicles -> vehicles/push
24 Minutes Ago
ensure client prefab is loaded before trying to access it
48 Minutes Ago
Give Mount action a higher priority than Open
53 Minutes Ago
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
1 Hour Ago
removing more unused animation controller from the modules
1 Hour Ago
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
1 Hour Ago
Fix map image rendering for hapis and some other custom maps
1 Hour Ago
Unified nested attack and collision VFX prefabs into a master folder for ease of iteration. Various effect & material tweakeroos
2 Hours Ago
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
3 Hours Ago
Increase default grip
3 Hours Ago
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
4 Hours Ago
Test for building privilege using steamID instead of the player (because the player might not exist when using the app)
4 Hours Ago
Tweaked ultrawide handling to straighten out ironsights
5 Hours Ago
Added a pure compound-collider rigidbody with no additional objects or scripts that can be pushed with keyboard input
5 Hours Ago
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5 Hours Ago
Modify push to always act in a way that most reproduces the physics bug
Today
Water effect iterations.
Applied shelved dung changes, with some tweaks.
Today
~skin approval
Today
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Today
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Today
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Today
New blood & water effects Even more effects file cleanups & naming consistency improvs.
Today
SuperDOF UI window now repositions itself when player's screen resolution changes
Today
Fixed possible NRE in PixelGroup.Hit Added auto targeting properties to BulletData Example homing bullet target updating
Today
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar Added Freeze/Unfreeze effects checkboxes to Physgun Settings Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
Today
[D11] [UI] Whats New Web Request Implementation and added translations.
Today
[D11] Fix for being able to fire off remaining rounds from old mag just after completing the reload animation
Today
Increase player threat on damage pixels / cores Bullets disengage when threat multiplier == 0
Today
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
Today
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Today
Fixed bullet / unit player targeting bools ignoring "false" Fixed respawnPod targeting the wrong player Fixed equipment up/down floaters not updating when list is empty Fixed respawn pod sometimes not reviving the right player
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Today
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Today
[▋▆█][▆█] ▍▆▌▉▅▉▉ ▄▆▊▍▊▅ ▊▊ █▋▋▅▌▆▅ ▊▆▉ ▅█▊▄▉▅ ▄▉█▌▅ ▍▊▍ █▉▅▋ ▅▆▉▉▄.
Today
[D11][UI] Changed method of getting top corner icons for item icons.
Today
[D11] Changed Max Cluster size for nodettes to prevent groups of 2
Today
[D11] Removed "Loading.." parameter added in 51499 to instead use overridden function, to allow for easier addition of translation keys
Today
[D11] Added a check for added controller when attempting to add a new controller
Today
[D11] [UI] Removed mip maps from item icon sprites. Updated texture alpha on certain sprites that were missing them and had black backgrounds as a result.
Today
~ Cherry picking 42341 from hdrp (print_foliage console command)
Today
Only show server.url if it's https://
Today
[Audio] All audio templates now set a spread value of 0.5 at min distance, spread starts at approx 1 quarter of max distance. This SHOULD fix sounds hard panning. Also set radius of burning torch to 30m instead of 60
Today
Fix crash when pairing a server with an empty description
Today
[D11] Merge with main
Today
[D11] Define fix
Today
Use the correct chat message length limit
Today
[D11][UI] Missing File
Today
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Today
[D11[UI][#4194] Improved vendingmachine incrmental controls
Today
[D11][UI][#4150] Fixed maintenance message overlap.
Today
[D11] Cast demo id properly
Today
merge from building_blocks_2020 (includes network++)
Today
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Today
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Today
[D11] Added extra information to the Queue screen - [D11] Added extra information to the Queue screen
Today
[d11][4258] {PS4/XB1} Freeze/hangs when interacting with your hotbar Callstacks don't have anything. I've turned off the preloading. It will help eliminate this as a problem.
Today
network++
Today
[D11][Gameplay][#3596] The player will continue to overheat if he stands next to a lit furnace
Today
Physics test environment setup, not to be merged in
Today
Fixed hbhfsensor placement issues
Today
▊▇▉▉ ▆▇▅▇▆ ▅▊█▉ ▆▋▄▇ █▌▆▌▄▅▋ ▆▌▍▌▋ ▋▅▇▋█▅▄▊ ▅▋▉██ ▅▌'▆ ▌▍▆ █▊█▇ █▍▌ ▉▅▌▆██▆ ▉█▍▇▋ (+ ▅▅▋█ ▆▊▇▋█ ▌▇█ ▇▌▊█ ▄▇▌ ▌▌▉▉▌ ▌▌▇▄▆▌▋▌ ▌▅▌▅▊▆)
Today
Fixed heater placement issues
Today
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Today
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Today
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Today
merge from main
Today
[D11] Proper 7.1 downmix for headset audio to fix quiet voice chat.
Today
[D11] Proper 7.1 downmix for headset audio to fix quiet voice chat.
Today
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Today
Moved all instances of CanPushNow to Server + Client for consistent checks
Today
Compile fixes
Today
Merge from vehicles -> vehicles/push
Today
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Today
Merge from damage_materials
Today
Auto assign damage renderer in BaseVehicleModule
Yesterday
Compile fix
Yesterday
GetWheelForceDistance edit. Hard code the equivalent of a desired 25% target position, at least for now.
Yesterday
Various cleanup Move Highlight handling to DamageRenderer component
Yesterday
Adjust wheel suspension vals
Yesterday
Merge from vehicles -> vehicles/damage_materials
Yesterday
Yesterday
Removed wheel colliders on modular cars entirely. Replaced with custom solution. Compiling, but bugs remain
Yesterday
Merge from Vehicles
Yesterday
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
Yesterday
Remove a log
Yesterday
When stacking items, compare via item.info.condition.max rather than maxCondition, since maxCondition can be lowered after repairs.
Yesterday
Another null check
Yesterday
Calculate fov vm scale based on actual fov, not just the convar (to account for things like ironsights changing fov)
Yesterday
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane The offset is calculated based on the camera near clip plane Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96
Yesterday
Merge from vehicles
Yesterday
Merge from main -> fov_viewmodel_scale
Yesterday
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Yesterday
Adjust steering, now easier to control for people like me with 300ms ping
Yesterday
Graduate collision effect placeholder to be not placeholder anymore
Yesterday
Correctly apply throttle to power wheels only. Add drag force and some other small bits back that I originally removed
Yesterday
BillB test map edit. Moved spawn point, added a generally troublesome vehicle layout