196,190 Commits over 4,110 Days - 1.99cph!

3 Years Ago
Cached shader property hashes
3 Years Ago
zeroed transform on dwellings for correct preview added spawners to the gingerbread timber mine prefabs
3 Years Ago
Updated xmas tunnel entrance prefab
3 Years Ago
XMas NPC dwellings base prefabs with destroyable barricades in
3 Years Ago
made the xmas cookie barricade and crate destroyable entities
3 Years Ago
Tweaks to Workshop view and Adding Item Store view
3 Years Ago
messy wip
3 Years Ago
Bug fix in editor where wrong frustum planes can be used for culling
3 Years Ago
Merge from main
3 Years Ago
enabled crunch compression on some new textures missing it
3 Years Ago
Merge from main
3 Years Ago
enabled crunch compression on some new textures missing it
3 Years Ago
merge from main
3 Years Ago
Fixed modular car fuel tank not needing keycode entry
3 Years Ago
Re-exported keypad models with correct vertex normals on all LODs Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
3 Years Ago
WIP adding translation support and icons for all steps of the filter process
3 Years Ago
Can now switch between pipe colours Added support for conveyors to use item categories as filters (food, weapons, ammunition, etc)
3 Years Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
3 Years Ago
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
3 Years Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
3 Years Ago
Root merge
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years Ago
Colour variants
3 Years Ago
UV fixes
3 Years Ago
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
3 Years Ago
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3 Years Ago
Switch F1 menu to pixel scaling when it goes below 1080p
3 Years Ago
Oops, reverting a file I didn't mean to commit
3 Years Ago
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
3 Years Ago
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
3 Years Ago
Fixed caboose candles clipping
3 Years Ago
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3 Years Ago
Reapplied BaseAiBrain changes that were stomped in 77185 Manifest
3 Years Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
3 Years Ago
Static snow machine chill zone uses a box collider instead of capsule, because TriggerTemperature doesn't support anything else.
3 Years Ago
WIP uv layout change
3 Years Ago
Finished exterior of the tunnel entrance Updated cream pile texture
3 Years Ago
first iteration of the coloured pipe textures
3 Years Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
3 Years Ago
Scene2Prefab on quarry monuments
3 Years Ago
Quarry & pumpjack now 2 minute / diesel Scene2Prefab
3 Years Ago
Added support for modular car keylocks to authcount console command
3 Years Ago
Placed public bench chairs in the scene
3 Years Ago
Removed visible code lock from 2module_passengers
3 Years Ago
merge from oilrig_note
3 Years Ago
Hopefully fix harmony hotloading once and for all
3 Years Ago
dog animator updates
3 Years Ago
Public bench chairs - Finished texturing - Created LODs - Created colliders - Set prefabs
3 Years Ago
Fixed mine_tnl_exit_xmas mesh Exported entrance door as a separate mesh Removed door from the entrance mesh