193,910 Commits over 4,079 Days - 1.98cph!

11 Months Ago
Merge from main
11 Months Ago
Merge from meshlod_converter
11 Months Ago
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
11 Months Ago
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
11 Months Ago
Fixed null reference exception when using Last Used code button on a modular car codelock
12 Months Ago
Fixed slack rotation issues when placing the light box on angled surfaces
12 Months Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
12 Months Ago
Added new fur setups to cinematic rig
12 Months Ago
merge from flamethrower_informationpanel
12 Months Ago
merge from allow_barricades_monuments
12 Months Ago
merge from qol_show_teammate_building_guide
12 Months Ago
merge from qol_show_teammate_building_guide -> aux2
12 Months Ago
fire arrow viewmodel/flight sounds
12 Months Ago
unique sounds for HV rockets
12 Months Ago
Merge from main -> aux2
12 Months Ago
merge from allow_barricades_monuments -> aux2
12 Months Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
12 Months Ago
merge from paint_qo
12 Months Ago
merge from waterpump_deploy
12 Months Ago
Possible compile fix?
12 Months Ago
merge from qol_building_blocked_visual
12 Months Ago
merge from qol_reduce_f15_volume
12 Months Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
12 Months Ago
Merge from main -> allow_barricade_monuments
12 Months Ago
Save convar to config
12 Months Ago
12 Months Ago
Slight optimization
12 Months Ago
#SERVER compile fix
12 Months Ago
Add "Building Guide Preview" to options menu - Always - When Building (default) - Disabled
12 Months Ago
Episode 1 wake up fix
12 Months Ago
Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes
12 Months Ago
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12 Months Ago
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
12 Months Ago
Tweaked water pumps deploy volume so they can be deployed in a triangle
12 Months Ago
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple) Start adding convar
12 Months Ago
Merge from main -> qol_show_teammate_building_guide
12 Months Ago
Added an UI information panel showing flamethrowers damage and range values
12 Months Ago
added inverse mask for concrete edging cutouts.
12 Months Ago
Reduce F15 flyby volume by 45%
12 Months Ago
added first pass roofing asphalt mat for Radtown use.
12 Months Ago
Finally fix building blocked guides not showing in standalone builds - find the largest volume before PreProcess destroys the heirarchy
12 Months Ago
Merge from main -> qol_building_blocked_visual
12 Months Ago
Updated large medkit description to include the 100% chance of recovery from wounded state
12 Months Ago
radtown gate bug fixes, collision, lods
12 Months Ago
Structures folder, converting to MeshLOD, Removing some Material Setup components
12 Months Ago
merge from samsite_togglemode
12 Months Ago
merge from paint_qol
12 Months Ago
Props folder, second pass converting to MeshLOD
12 Months Ago
Tweaked the new input behaviour - no power -> switch to the mode set manually - powered -> swith to the other mode https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4 Also renamed both modes for clarity: 'Enable Defender Mode' -> 'Defender Mode' 'Disable Defender Mode' -> 'Target All'
12 Months Ago
Correctly hide the progress bar when unlock minigame finishes successfully