142,968 Commits over 4,383 Days - 1.36cph!

23 Minutes Ago
When using `skin_radius` with the shipping container skin use the last color that the player used with the spraycan instead of randomly skinning the shipping container
35 Minutes Ago
Delete unused Combine() overload from MeshRendererData
36 Minutes Ago
Fix RendererLOD not working with colored RendererBatch because it was looking for the batching component attached to the renderer instead of on the parent - until we fix the LOD2 container wall having mismatched material order compared to the other lods
37 Minutes Ago
Add support to RendererBatch for submeshes - RendererBatch will send each submesh to the batching system separately with it's own material and track them both - update batching system to use submeshes when merging meshes
2 Hours Ago
Added female/light player seed Female/light body material updates PlayerModelMouth balance pass
2 Hours Ago
network++
Today
Setup engineering bench filler/item visuals
Today
Crypt building skin store page baseline
Add sell order skin support to the marketplace terminals in outpost
Today
charm position tweaks
Today
Fix all the compile errors
main -> vendingmachine_ui_refresh
Yesterday
TMP compile fix
Yesterday
merge from unity_6.3.11/new_inputsystem
Yesterday
Compile fix
Yesterday
Minor cleanups Make spawnmenu APC indistructible * Adds new ability for vehicles in spawnmenu to set health. Make APC gibs actually despawn like intended Add fixed APC gibs models * Fixed light origin and hitboxes for the fire effect Move prop_vehicle_apc string to .properties
Yesterday
merge from unity_6.3.11/new_inputsystem/tmp_update
Yesterday
More menu items stuff
Yesterday
Minor cleanups Make spawnmenu APC indistructible * Adds new ability for vehicles in spawnmenu to set health. Make APC gibs actually despawn like intended Add fixed APC gibs models * Fixed light origin and hitboxes for the fire effect Move prop_vehicle_apc string to .properties
Yesterday
Minor cleanups Make spawnmenu APC indistructible * Adds new ability for vehicles in spawnmenu to set health. Make APC gibs actually despawn like intended Add fixed APC gibs models * Fixed light origin and hitboxes for the fire effect Move prop_vehicle_apc string to .properties
Yesterday
Menu items cleanup
Yesterday
update textures for prototype upgrade
Yesterday
Initial pass on darts game reticle - convar options for testing - acceleration, velocity, and friction for movement - random acceleration for variance, with "hold breath" to stop random and increase friction - accuracy ring once velocity is below threshold
Yesterday
Fixed TMP_SDF - Depth Offset shader TMP Settings
Yesterday
updated engineer workbench created empty states/models for prototype, range, defence, surplus, effiency and surplus. + full empty state mesh. created prefabs
Yesterday
Stripped out TMP sprites
Yesterday
Bump exe/dll versions and make it easier to do so Fixed gravity gun acting up again Update localization files Remove r_lod from dxsupport.cfg * Also added descriptions to relevant convars * Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16 Fix skipped shadow updates breaking further flashlights Fix Lamp becoming missing texture for split second after dupe Fixed alphatested brushes not rendering in SSAO pass Add r_DrawModelLightOrigin to console quick actions Fix light origin on weapons for local player in 3rd person Lets try undoing changes to CFuncMoveLinear Remove headtrack_reset_home_pos from newbindings.txt Fix Gravity Gun crashing clientside More minor fixes Fix a typo in base.fgd ambient_generic APC/Jeep updates underwater state for the driver Update "Failed to allocate optimal read buffer" warning Add Combine APC to spawnmenu * Using a custom vehicle script derived from jalopy Disable poseparam interpolation for vehicles in singleplayer * This makes wheels not lag behind the physics objects, and paradoxically looks more consistent with multiplayer APC can no longer just drive underwater Update Combien APC model with more suspension travel Fix warnings about "two path IDs" during loading saves More minor cleanups Update localization files once more
Yesterday
Fix a typo in base.fgd ambient_generic APC/Jeep updates underwater state for the driver Update "Failed to allocate optimal read buffer" warning Add Combine APC to spawnmenu * Using a custom vehicle script derived from jalopy Disable poseparam interpolation for vehicles in singleplayer * This makes wheels not lag behind the physics objects, and paradoxically looks more consistent with multiplayer APC can no longer just drive underwater Update Combien APC model with more suspension travel Fix warnings about "two path IDs" during loading saves More minor cleanups Update localization files once more
Yesterday
Update localization files once more
Yesterday
Fix a typo in base.fgd ambient_generic APC/Jeep updates underwater state for the driver Update "Failed to allocate optimal read buffer" warning Add Combine APC to spawnmenu * Using a custom vehicle script derived from jalopy Disable poseparam interpolation for vehicles in singleplayer * This makes wheels not lag behind the physics objects, and paradoxically looks more consistent with multiplayer APC can no longer just drive underwater Update Combien APC model with more suspension travel Fix warnings about "two path IDs" during loading saves More minor cleanups
Yesterday
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Yesterday
Stripped out TMP style sheet
Yesterday
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Yesterday
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Yesterday
Industrial Storage - WIP textures
Yesterday
merge from unity_6.3.11/new_inputsystem
Yesterday
- Smoothed the zooming in and out in third person camera view - Fixed third person camera zoom being inverted. Added client.'invertthirdpersoncamzoom' convar for the sickos that prefer it the old way
Yesterday
client.prefab holds the canon EventSystem Removed the dupe from EngineUI2
Yesterday
Fixing female torso skinning and skinning fix/ burst cloth setup for bunny suit
Yesterday
Fix m_flNextSoundTime FIELD_ type
Yesterday
Industrial Torch - Updated model with reduced dimentions and thinner grip area
Yesterday
exported edited 3p crouch movement anims
Yesterday
Removed RedirectSkin_BlueprintIsNotGivenForFree test, its a dupe of an existing item test Test list
Yesterday
wb3 setup
Yesterday
restore wb2 placement mesh ref
Yesterday
Updated bootstrap legacy input module to FpStandaloneInputModule
Yesterday
Potential fix for "can't call stop on disabled agent" log spam
Yesterday
BDU texture updates
Yesterday
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Yesterday
Hook up t2 filler/upgrade item links