135,888 Commits over 4,444 Days - 1.27cph!

3 Months Ago
renaming some outliers left from previous folders, mostly _displ and _transmission types
3 Months Ago
Oven Textures and LOD0
3 Months Ago
merge from main
3 Months Ago
merge from automated_testing
3 Months Ago
Fix repair item target for the base industrial wall light (only did the variants before)
3 Months Ago
merge from main
3 Months Ago
Merge from test
3 Months Ago
Merge from main
3 Months Ago
▍▄█▄▆▇▉▇▄ ▅▆▌▉ █▉▅█ ▋▄▆▌ ▍▇▄▋█▋ ▋█▆▊ █▋▉▄█▄▉▆ ▆▌▆▌▋▌▍▊▅ ▆▌ ▇▌▋▊ ▋▍▊▇▇ ▋▉▌▌ ▋▉ ▌▅▄ █▅ ▄▌█ ▋█ ▊▄▊ ▅▌▌▊ █ ▉▌▋▋▅▋ ▄▌▊
3 Months Ago
merge from new_console-ui
3 Months Ago
Allow TAB to cycle tabs from the console if the auto complete is hidden
3 Months Ago
Fixed console never creating new bucket entries based on time
3 Months Ago
Fixed UICompass.CompassUpdate NRE when disabling the compass via tools tab
3 Months Ago
Fixed info not being copyable in the player info panel
3 Months Ago
merge from main
3 Months Ago
Merge from main
3 Months Ago
Fix recycler not unpacking any attachments/ammo if a weapon was inserted while a recycler was already on (already happens when recycler is turned on)
3 Months Ago
Merge from paint_pool_fix2
3 Months Ago
Possible pooling fix for MeshPaintableSource showing the wrong texture after being popped from the pool
3 Months Ago
First pass rebuilding Scientist2 prefab with new player model Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards Updated Scientst2.mp5.anim.override with new animations
3 Months Ago
Merge from travelling_vendor_nre_fix
3 Months Ago
Null checking local player list in TravellingVendor
3 Months Ago
Don't apply CPU Affinity more than once in the editor Was retriving the manifest from the backend (a full web request) and applying it every time the game compiles due to InitializeOnLoadMethod
3 Months Ago
Added Unity iteration profiler package to project (embedded)
3 Months Ago
Merge from main DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
3 Months Ago
rentable shop be interior split
3 Months Ago
merge from main
3 Months Ago
merge from /main/hackweek_techtree_multi_unlock
3 Months Ago
merge from main
3 Months Ago
new tech tree unlock sound and varation for repeated sounds when multi-unlocking
3 Months Ago
combat knife and sunken knife projectile correct rotation and weapon rack deploy correct rotation
3 Months Ago
Minor cleanups Rework CCachedRenderData bounds checking * Is now a warning + more checks Fix armor UI element being slightly longer than HP UI element HP and Armor HUD expands to fit 4 digits when necessary Slightly adjust ammo HUD to fit 9999s comfortably Default HUD supports showing Clip2 if weapon uses that * it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc Try to fix ammo counter being red/orange when having ammo
3 Months Ago
Merge from 3p_spectator_improvements
3 Months Ago
Merge from main
3 Months Ago
merge from camera_fog_fix
3 Months Ago
further reduce fogging in cameras
3 Months Ago
set crypt building skin to 10472 and set up steam item and temp icon
3 Months Ago
industrial shelving texture pass updates
3 Months Ago
Bowless Crossbow - updated textures, added transmission texture to bowstring
3 Months Ago
merge from main
3 Months Ago
Set up inputs for new RRP compatible standard shader
3 Months Ago
Missing rooftop objects
3 Months Ago
part3
3 Months Ago
Part2
3 Months Ago
Apartment complex b fixes Split the roof into multiple objects
3 Months Ago
setting up crossbow bowless vm prefab and anims
3 Months Ago
Probably fixed Linux build error Mention sv_nomap_timeout in "no map" warning (once) CS:GO missing map icons Reject invalid Water shader combos
3 Months Ago
merge from render_pipeline_testing
3 Months Ago
remove unused uniform
3 Months Ago
fix vfog density map not using configured shore distance falloff