193,809 Commits over 4,079 Days - 1.98cph!

1 Year Ago
More improvements to "What fields is unity serializing"
1 Year Ago
Minor code adjustment Allow poster rendering during render.RenderView
1 Year Ago
Gray out non-tradable/marketable items you already own cause there's no point buying more Don't allow adding non-tradable/marketable items to your cart more than once
1 Year Ago
Merge from main -> backpacks
1 Year Ago
Put items you already own last If you already own an item, show a tag on the UI with how many you own
1 Year Ago
Order limited item store items by name to match Steam Order general store items by item ID descending to show newest first
1 Year Ago
legacy bow entity updates
1 Year Ago
Updated wording on Rust+ pair screen to make it clearer what is enabled or disabled
1 Year Ago
Prevent empty gun sounds when trying to secondary fire certain weapons underwater Init vectors when GetSequenceLinearMotion fails Fix env_skypaint flickering when not given a valid sun normal Do not allow HL2 helicopter to be dissolved by AR2 altfire Fixed func_instance's overriding base map revision Fixes for default ammo hud interactions with SWEP:CustomAmmoDisplay
1 Year Ago
merge from twitchrivalsiv
1 Year Ago
wip twitch trophy2023 - still need to lod and set up prefabs etc
1 Year Ago
Ensured repairing/damaging door will do the same to the shelter and vice versa. Fixed some weird bugs with door placement. Now call hurt properly preventing repair of the opposite item when the other is attacked.
1 Year Ago
exported/set up revolver animations and populated revolver override controller and set reolver to link to the r prop joint on its entity prefab
1 Year Ago
Updated Legacy Furnace Icon To Correct One Updated Legacy Furnace FBX To Have Correct Scale - More In Line With Normal Furnace Updated Legacy Furnace Prefab To Have Correct Collider SIze
1 Year Ago
Merged main
1 Year Ago
More materials
1 Year Ago
Detection position tweaks. Adjust offset. Adjust sweetspot range.
1 Year Ago
Scan movement calc tweak
1 Year Ago
Barren map removed
1 Year Ago
Save++
1 Year Ago
Fixed fishing villages spawning inside harbors
1 Year Ago
Merge from metal_detector
1 Year Ago
Merge from mfm4
1 Year Ago
mfm
1 Year Ago
1 Year Ago
merge from qol_drone_id_inventory
1 Year Ago
merge from qol_f8_server_version
1 Year Ago
merge from fix_team_leader_marker_toggle
1 Year Ago
merge from more_pickaxes
1 Year Ago
merge from Twitch_Rivals_IV
1 Year Ago
Applied A, B and C variants to frontier wall
1 Year Ago
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Quixel importer + directories
1 Year Ago
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1 Year Ago
Add a timestamp suffix to the filename of images exported from the paint UI
1 Year Ago
Parent merge
1 Year Ago
Made new hazmat suit a skin of the regular suit
1 Year Ago
NonSerialize BaseCombatEntity.lastDealtDamageTo
1 Year Ago
Default brush color white for pumpkin painting
1 Year Ago
Refactor / ensure it ignores types that aren't marked as serializable
1 Year Ago
Fix undo and redo buttons not showing when they aren't available Fix default rotation for pumpkin carving
1 Year Ago
Add in the frame selector for neon signs
1 Year Ago
NonSerialize: - F15.blockTurningFor - LootContainer.FirstLooted - ModularCarSeat.associatedSeatingModule - UIChat.activeChannel - ShopFront.customerinventory - EasterBasket.lastCollectedIndex - HeldEntity.viewModel Move outside CLIENT or SERVER - MissionPoint.Flags
1 Year Ago
Use new design for neon and pumpkin sign painters Made them prefab variants to save us some work keeping them in sync
1 Year Ago
Editor tool to compare what fields are present for serialization in CLIENT vs SERVER mode because switching between CLIENT & SERVER causes long imports - switch to CLIENT - run `Tools/Cleanup/Dump Client Fields` - switch to SERVER - run `Tools/Cleanup/Dump Server Fields` ` run `Tools/Cleanup/Compare Fields`
1 Year Ago
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1 Year Ago
- Commit missing constant for the previous commit. - Apply parent velocity to dropped items when they return from being kinematic. Sadly we can't really simulate physics in local space, but this seems to be a good enough workaround to stop them flying off
1 Year Ago
Include Harvestable layer in the stability notification to have it still notify kinematic dropped items (they may want to wake up)