199,051 Commits over 4,140 Days - 2.00cph!

2 Years Ago
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2 Years Ago
2 Years Ago
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2 Years Ago
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2 Years Ago
position correctly
2 Years Ago
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2 Years Ago
more
2 Years Ago
Prefab backup New light cookies
2 Years Ago
Z offset tweak for standing weapon rack
2 Years Ago
Couple of updated test weapon prefabs
2 Years Ago
Autosize wip/test
2 Years Ago
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2 Years Ago
updated miningquarry static prefab with capsules colliders on the animated half barrels
2 Years Ago
Placement pivot offset tweak for standing rack
2 Years Ago
Fix weapon rack grid debug drawing to alse use the collision offset not transform
2 Years Ago
Weapon stand tweaks, reduced slot count, resized grid, moved grid up. Fixed GetPosition returning transform offset not collision offset.
2 Years Ago
specific adobe skin construction gibs models
2 Years Ago
specific destroy gibs for armored stair landings
2 Years Ago
fixed some wood tier gibs transform rotation
2 Years Ago
more texture polish to SC skin interior wood
2 Years Ago
exported quarry track animation with updated scale values at 0.01 instead of 0
2 Years Ago
merge from WorldModels
2 Years Ago
merge from main
2 Years Ago
cherrypicking facepunch_pool_2.1
2 Years Ago
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2 Years Ago
cherrypicking facepunch_pool_2.1
2 Years Ago
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2 Years Ago
compile fixes
2 Years Ago
revamped plywood texture for SC skin - brighter, more familiar with metal tier all inside walls get colour
2 Years Ago
merge from main
2 Years Ago
merge from infinite_ammo_convar
2 Years Ago
merge from main
2 Years Ago
merge from hackweek_ai_test_arena (just the arena stuff)
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from horse_idles
2 Years Ago
Fixed case where redirect skins weren't being counted correctly when evaluating maximum move amounts during conveyor movement and would sometimes move amounts greater than the specified maximum
2 Years Ago
Slightly raised vending machine storage adaptor slot so that it can be attached through a window frame when a vending machine is placed with it's back to the frame
2 Years Ago
Fixed the always on top variant
2 Years Ago
Tooltips are now pooled
2 Years Ago
Corpses tended to stay permanently awake if they were lying on another corpse or other rigidbody, which kept the ragdoll awake as well. Added a check that runs every 30s. If velocity is essentially zero, force sleep state. Corpse will still wake and move if it's moved later (e.g. it's on a vehicle flatbed or a floor that collapses).
2 Years Ago
Reworked some internal tooltip stuff to fix some longstanding issues Tooltips should no longer flash into the wrong location for a frame in some cases Tooltips now use properly renderered text (RustText) General cleanup, less GetComponents and removed a SendMessage!
2 Years Ago
Compile fix
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Backups
2 Years Ago
Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
2 Years Ago
Merge from main