199,962 Commits over 4,140 Days - 2.01cph!

4 Years Ago
Subtracting 61140
4 Years Ago
Subtracting 61071
4 Years Ago
Subtracting 61070
4 Years Ago
Merge from main
4 Years Ago
Merge from post_fx
4 Years Ago
tweaks
4 Years Ago
Source updates
4 Years Ago
Fixed Winch/Rope scaling wrapping around at length of 100
4 Years Ago
animal AI design update
4 Years Ago
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
4 Years Ago
Make sound.Add act as override on x86-64 too
4 Years Ago
merge from AI hdrpb merge
4 Years Ago
reapplied monument changes
4 Years Ago
merge from main
4 Years Ago
merge from impact_effect_scale
4 Years Ago
merge from hdrp_art_backport
4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
merge from backport_bugfixes
4 Years Ago
merge from main
4 Years Ago
Added an onscreen tip to explain the throw/drop controls when first using a grenade
4 Years Ago
Merge from wearable_eyes_view
4 Years Ago
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured) Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
4 Years Ago
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips) Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
4 Years Ago
Solo sub world colliders
4 Years Ago
Also add .entity
4 Years Ago
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
4 Years Ago
Merge Main->Submarine
4 Years Ago
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
4 Years Ago
Merge from blink_sleeping_fix
4 Years Ago
Merged CloseEyes call into sleeping conditional block
4 Years Ago
Merge from main
4 Years Ago
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
4 Years Ago
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4 Years Ago
Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments Send the colour of the new line every time rather than relying on client and server to be in sync Fixed line prefabs missing colour setting Better context menu support and phrases setup
4 Years Ago
Adjust card material brightness
4 Years Ago
Merge CardGames->Main again
4 Years Ago
Fix static card table variants not having the new material
4 Years Ago
Merge CardGames->Main
4 Years Ago
Material edit
4 Years Ago
Fix community cards not being lit, making them too bright in dark conditions
4 Years Ago
Merge Main->CardGames
4 Years Ago
Merge WorkCart->Main. Bug fixes and minor improvements.
4 Years Ago
Merge CardGames->Main. Adds: - Visible community cards on the table - Chips on the table that match the actual pot - Improved UI performance
4 Years Ago
Source updates
4 Years Ago
merge from sleep tunnels
4 Years Ago
merge from main
4 Years Ago
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