141,322 Commits over 2,376 Days - 2.48cph!

59 Days Ago
Reduced bone arrow thickness
comment
59 Days Ago
Fixed getting dismounted while flying low over AirWolf on HapisIsland
comment
59 Days Ago
Fixed secondary ammo HUD not showing while in a vehicle with SetAllowWeaponsInVehicle( true )
comment
59 Days Ago
Fixed supply drop flying away after getting hit by projectiles
comment
59 Days Ago
pattern total time estimate stage patternDebugText property pathEnd helper function egg implode missed sfx tweak use pixel chunk explode sfx Attempting to support #include in FsmData Example of overriding an FSM state removed debug UnitFormData pixels array is now appended when overriding misc easy mode Merge branch 'master' into asset-bundles merge
comment
59 Days Ago
Fixed a regression with changes to DScrollPanel
comment
59 Days Ago
Added DButton.SetMaterial() and DImageButton.SetMaterial() (Community Contribution)
comment
59 Days Ago
Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup Combine Ball projectile no longer makes sounds when hitting ragdolls, to prevent insane sound spam when it gets stuck in multiple ragdolls
comment
59 Days Ago
merge from /main/stairs_upkeep_fix
comment
59 Days Ago
Add DButton:SetMaterial & DImageButton:SetMaterial (#1700) * Add DButton:SetMaterial * Add DImageButton:SetMaterial
comment
59 Days Ago
merge from save197
comment
59 Days Ago
█▍▋█▇▉ ▅▆▋▆▋▄ ▆▇▊ ▅▄▉ ▉▅ ▉▉▉█▊▇ ▋▍▌ ▉█▉▅▋ - ▇▋▇▄▄█▉▌▊?
comment
59 Days Ago
Replaced onUpdates with updateFloatVars in non-redux campaigns
comment
59 Days Ago
Removed odd meshes from twig gibs
comment
59 Days Ago
fishing nets walkway fishing crane
comment
59 Days Ago
Don't animate transition to single camera on death if already merged Fix for one possible cause of pixel tint accumulating Removed GetLerpedValue overloads taking ref params Added BulletData.updateFloatVar Using updateFloatVar for octopus bgClouds
comment
59 Days Ago
fix berry plant mesh mismatch during crossbreed
comment
59 Days Ago
Merge from summer_dlc_skin_reassignment
comment
59 Days Ago
More allows Fixed Touches not clearing on reload
comment2 Comments
59 Days Ago
menu background video update
comment
59 Days Ago
BG colour on video elements
comment
59 Days Ago
Can whitelist individual overloaded methods
comment
59 Days Ago
Revert the changes in 53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
comment
59 Days Ago
fixed cave small easy missing culling volumes
comment
59 Days Ago
T1 vehicle parts crate now spawns two vehicle components
comment
59 Days Ago
Set wiki videos to preload="metadata"
comment
59 Days Ago
merge from save197
comment
59 Days Ago
network++ save++
comment
59 Days Ago
merge from main
comment
59 Days Ago
▉▍▌▌▊▊▉▋▊▍▆▋ ▉▉▋▉▌▄ ▄▉▇▇▊ █▍█▄█▅ ▌▅▄▇▇
comment
59 Days Ago
Tweaked chat bot
comment
59 Days Ago
Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default) Only update water quality when hit by a sprinkler Remove gene caching
comment
59 Days Ago
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move. I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
comment
59 Days Ago
Merge from main
comment
59 Days Ago
Fix some client server issues when playing in editor
comment
59 Days Ago
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
comment
59 Days Ago
Fixed missing DamageRenderer scripts on some vehicle modules
comment
59 Days Ago
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
comment
59 Days Ago
Use a new TimeCachedValue class to only update plant quality values every x seconds with a generic system
comment
59 Days Ago
UnitFormData pixels array is now appended when overriding
comment
59 Days Ago
UnitFormData pixels array is now appended when overriding
comment
59 Days Ago
Lighthouses, junkyard & related mats & prefabs.
comment
59 Days Ago
Attempting to support #include in FsmData Example of overriding an FSM state removed debug
comment
59 Days Ago
easy crusade, stage onStart callback bullet velocity multiplier pattern bullet lifetime multiplier difficulty stage property more pattern params to modify their bullets difficulty utils intro slowspokes difficulty build again build fix? Merge branch 'master' into asset-bundles Got rid of playerAware.json Attempting to support #include in FsmData Example of overriding an FSM state
comment
59 Days Ago
pattern total time estimate stage patternDebugText property pathEnd helper function egg implode missed sfx tweak use pixel chunk explode sfx
comment
60 Days Ago
AccessControl handle generics better
comment
60 Days Ago
Fixed BSP brush models after 999 not working on maps
comment
60 Days Ago
Rendering out of bounds texture frames no longer crashes the game
comment
60 Days Ago
▊█▉▌▄▄▍▆▆▍▆▌█ ▊█▋▌▆, ▉▆▋▊█, ▌▄▅▋▊ - ▍▉▅▄▊ ▌▌▅██▍▄ ▍▌▄▇▌
comment1 Comment
60 Days Ago
Added Player.OwnerSteamID64(), serverside only, returns the SteamID of family sharing owner of the game license (or just the player's SteamID if not using FS), will be 0 before player is fully authed
comment