userFlaviencancel

6,939 Commits over 912 Days - 0.32cph!

2 Years Ago
Debug camera can now save any depth of field aper, blur, squeeze and barrel values
2 Years Ago
Pressing R to reset debug cam now reset roll immediately regardless of any camlerp value
2 Years Ago
merge from spawnview_command
2 Years Ago
Added 'spawnview' command to spawn entity at the position and orientation of the camera
2 Years Ago
Added another 0.25m to the seismic sensor range forgiveness, following CS 98678
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
Fixed line anchors fuckery again
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
2 Years Ago
Fixed demo recorder off-centered popup
2 Years Ago
merge from demorecorder_ui_improvements
2 Years Ago
Fixed borders not matching the game window size Disabled input field focus when checking auto fill Tweaked input field selection color
2 Years Ago
compile fix
2 Years Ago
merge from wire_slacking/optimisations
2 Years Ago
NotifyLOD component on hose prefabs
2 Years Ago
Code cleanup, comments
2 Years Ago
Fixed wire length calculation
2 Years Ago
Update line anchor using jobs
2 Years Ago
merged main into wire_slacking/optimisations
2 Years Ago
merge from demorecorder_ui_improvements
2 Years Ago
Code cleanup
2 Years Ago
Reapplying 98635 after merging GameUI.Hud.prefab
2 Years Ago
merged main into demorecorder_ui_improvements
2 Years Ago
Minor UI tweaks
2 Years Ago
merged main into demorecorder_ui_improvements
2 Years Ago
Added a checkbox option to the recorder UI to auto fill demo names - If enabled, set to the last recorded demo name - If the name contained a number at the end, increment it by 1
2 Years Ago
Merge from fluid_combinersplitter_fix
2 Years Ago
Fixed fluid combiner gibs using fluid splitter material, updated destruction sound
2 Years Ago
Fixed fluid combiner and fluid splitter snapping issues, also adjusted their deploy volumes
2 Years Ago
merge from electricalheater_fix
2 Years Ago
Fixed electric heaters not heating planters right in front of them
2 Years Ago
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
2 Years Ago
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
2 Years Ago
merge from electricalheater_fix
2 Years Ago
merge from wire_slacking
2 Years Ago
Fixed electrical heater not deployable on armored wall hard side
2 Years Ago
merge from pipette_skin
2 Years Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
2 Years Ago
merge from io_seismic_sensor
2 Years Ago
merge from electricity_sideinputs_drain_fix
2 Years Ago
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
2 Years Ago
merge from pipette_skin
2 Years Ago
Messed up my last commit, re-applying 98711: 'pipette' command can now copy items skin 'selectitem' will also try to select item with the same skin in your inventory
2 Years Ago
'pipette' command can now copy items skin 'selectitem' will also try to select item with the same skin in your inventory
2 Years Ago
Fixed a potential OOB error when clearing wires
2 Years Ago
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs Codegen
2 Years Ago
Relaxed the seismic sensor distance checks to mitigate wall thickness Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
2 Years Ago
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
2 Years Ago
Set a few culling convars to admin-only as changing them might cause problems
2 Years Ago
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015 Setting this to a low value was causing culling issues (potential invisible players, animals...)