139,886 Commits over 4,505 Days - 1.29cph!

Yesterday
merge from fix_json_registration -> main
Yesterday
merge from masterkey -> main
Yesterday
Update phrases
Yesterday
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Yesterday
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
Yesterday
Fix VolumetricLightBeam on RRP
Yesterday
Fix break in menu option showing (and holding key up to door) while a break-in was active
Yesterday
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Yesterday
Don't hold key up to door when looking at unoccupied apartments
Yesterday
Update animation controller
Yesterday
Upgrade the master key entity from Keycard -> MasterKey - allows us to raise the key towards the lock when the player is looking at the door - show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
Yesterday
Update clan.info command to accept steamIDs in addition to clanIDs
Yesterday
merge from main -> masterkey
Yesterday
Add an option to disable showing clan tags on nameplates
Yesterday
merge from f1menu_blur_fix #2
Yesterday
Fixed returning from PreDrawSkyBox causing area portal flickering Fixed more at entity limit crashes * Mostly NPCs and HL1 entities Merge remainder of Pull Request regarding "at edict limit" handling Micro optimization for prop_effect intialization (Pull Request)
Yesterday
Sort sprays by steam ID in the pie menu
Yesterday
cactus 2 and 3 now use the same collider material as the rest of the variants. No longer metallic hit impact sounds
Yesterday
fixed interior bus typo. No longer says EMMERGENCY. Now says EMERGENCY. very urgent fix.
Yesterday
merge from f1menu_blur_fix
Yesterday
fixed cables on powerlines poles with a new dangling position. the old once took the steps into consideration. No longer feasible by default.
Yesterday
Removed fullscreen fade-out blurring altogether, we never intend to use it anywhere - this removes the blur fade from the inventory Fade-in fullscreen blur works just the same as before, reverted code change in DeveloperTools since it's now obsolete https://files.facepunch.com/raul/1b0311b1/no_more_blur_fadeout.mp4
Yesterday
Merge from satellite_crash
Yesterday
Satellite list UI tweaks
Yesterday
further adjusted lod distances so tht the crates exist whilst the satellite remains exist. much more closely matching matching the lods of the satellite remains lods.
Yesterday
merge from main
Yesterday
MLRS Aiming Module > Aiming Module, to reflect its use in Satellite Terminals.
Yesterday
merge from game_room_dlc
Yesterday
merge from main
Yesterday
adjusted satellite crate lod transition distances so they dont cull too quickly
Yesterday
merge from main
Yesterday
Merge from satellite_crash
Yesterday
Set panel back to inactive aster my last change (just for consistency) Renamed text gameobject.
Yesterday
Merge from satellite_crash
Yesterday
Add localization for the offline status text.
Yesterday
Removed an old leftover horse debug log
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
buff waterpipe water outflow rate 24->48
Yesterday
refactor water treatment broadcast to accomodate multiple instances fix broadcaster not being turned on properly by the water tank
Rin
Yesterday
Reduce heavy fuse spawn in crate_normal_2 and Underwater labs crate_normal_2 4 > 3%
Yesterday
Stop sending map seed to Rust+ Remove map seed from level URL and map image URL
Yesterday
smoothop optim
Yesterday
Merge from satellite_crash
Yesterday
Remove an invoke check
Yesterday
first pass on an explicit smoothing tool
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from main
Yesterday
Fix gas station advanced vehicle part spawns clipping into the ground
Yesterday
merge from water_treatment_plant_maintainables