194,276 Commits over 4,079 Days - 1.98cph!

4 Years Ago
Deleted my old peacekeeper prefab
4 Years Ago
Peacekeeper prefab update and compound test scene update.
4 Years Ago
Moss and clover fixes
4 Years Ago
merge from AI main branch
4 Years Ago
Removed now unused ScientistNPCSpawner. Fixed AIMovePoint gizmo NRE. Updated AI tool.
4 Years Ago
merge from main RC
4 Years Ago
Merge from viewmodel_bugs
4 Years Ago
Merge from main
4 Years Ago
Fixed issue with skins that have a cutout override.
4 Years Ago
Fixed camera issue in workshop editor
4 Years Ago
Deleted bandit_guardNPCAd prefab
4 Years Ago
Replaced bandit_guard prefab with my one.
4 Years Ago
Added 2 new arguments to CanTool - the toolobject and the button used (left/right/reload = 1/2/3)
4 Years Ago
Apply 'extended' to default derma fonts
4 Years Ago
Excavatar test scene update
4 Years Ago
Scientist_junkpile_pistol prefab nav fix
4 Years Ago
trainyard refresh backup
4 Years Ago
ScientistNPC prefab id update
4 Years Ago
DNumSlider now colors the notches and the DTextEntry text to match the slider label Added DSlider.Set/GetNotchColor Added SKIN.colNumSliderNotch Improved slider notch rendering - ensure all notches have at least 1 pixel between each other, and fixed the last notch not rendering for sliders with a range that isn't a whole number
4 Years Ago
junkpile_a, junkpile_g prefab updates
4 Years Ago
Deleted placeholder junkpile pistol prefab
4 Years Ago
apply scientist_junkpile_pistol shelved prefab update
4 Years Ago
merge from ai main branch
4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
Fixed the first preset group not loading correctly on first map load (??)
4 Years Ago
Applied client editor brain nav shelved fixes.
4 Years Ago
Applied AI tool shelved changes
4 Years Ago
Fixed Lua errors when trying to gm_load phys_magnets that were map created when saving Use ErrorNoHaltWithStack for numpad.OnDown/OnUp errors when given an invalid key
4 Years Ago
Fixed prop_vehicle_crane crashing the game when it is missing its magnet entity
4 Years Ago
Tell cards chat not to show in the server console log
4 Years Ago
Fixed chat not disabling correctly on Esc key press when in the poker UI, causing interaction to become unresponsive
4 Years Ago
Baseline
4 Years Ago
NRE fix. Never try to kick idle players who aren't in the game.
4 Years Ago
Fix players who are idle waiting for a poker game to start being counted as if they were idle IN the poker game for that amount of time
4 Years Ago
L96 Skinnable
4 Years Ago
Fixed SubOnPlayerLeaving warning about "GetTruePlayerIndex while no round was in progress"
4 Years Ago
Fixed blinds counting as player input (it stopped players getting kicked for inactivity)
4 Years Ago
trainyard refresh backup
4 Years Ago
Created proper roughness map for ground foliage Adjusted material settings Replaced dry grass in arctic biome with better fitting meshes Various diffuse map adjustments / painted subtle gradients to make some plants less flat when it's overcast / lightened up parts that were too dark Made moss use the same material as other forest plants Removed some old meshes that were used for testing
4 Years Ago
merge from viewmodel_bugs
4 Years Ago
Merge from main
4 Years Ago
Fixed issues with incorrect FX parenting
4 Years Ago
Fixed misuse of FirstPersonEffect and EffectAudioPerspectiveSwitcher on a lot of our FX prefabs.
4 Years Ago
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4 Years Ago
Applying Matt's small stash fix
4 Years Ago
Fixed env_sun glow overlay not working properly with the poster command
4 Years Ago
added gibs for snowman, scarecrow, tuna wall light, storage monitor, reactive target, solar panels roof and snap trap (bear trap)
4 Years Ago
Sewer branch changes -shortened the road out of the monument -fixed missing pillars in the sewer_bigroom_a collider -chairs are interactive
4 Years Ago
LS Bag o Fixes: - fixed missing colliders at sewers grilles - fixed lightpost towers not being climbable everywhere - more accurate colliders for fuel storage tanks - fixed red pipe of death (this is a hacky fix) - improved colliders on dirt mounds - improved warehouse LOD3 imposter texture to be see through on windows - improved road connection to the site - fixed underground red pipes clipping in concrete - potential fix for being able to use doors on the rocket side puzzle - fixed puzzle door clipping through wall when opening, fixed some loot clipping or blocking door opening inside puzzle room - air duct vents inside the offices cannot be seen through anymore by jumping - fixed a gap in the LS warehouse model that gave an peeking advantage - made chairs interactive static chairs