133,881 Commits over 4,262 Days - 1.31cph!

1 Year Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
1 Year Ago
Make scientists approach by sprinting or sneaking from cover to cover
1 Year Ago
Fixed battering ram back door flickering
1 Year Ago
Adding split fbxs for battering ram hardware rig
1 Year Ago
Add an additional null check when removing instances
1 Year Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
1 Year Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
1 Year Ago
Updating battering ram rig hierarchy
1 Year Ago
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
1 Year Ago
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1 Year Ago
merge from qol_report_server_rules
1 Year Ago
merge from lake_fixes
1 Year Ago
merge from workshop_scene_update
1 Year Ago
merge from admin_prefabs
1 Year Ago
Updated knight armour dlc materials and textures
1 Year Ago
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1 Year Ago
Merge from magnetcrane_deathscreen
1 Year Ago
Merge from xmas2024
1 Year Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
1 Year Ago
Updated invisible admin cube + wall so they can be removed using ent kill
1 Year Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
1 Year Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
1 Year Ago
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
1 Year Ago
merge from hexagontile_kill_fix
1 Year Ago
Disabled saving on hexagongrid.entity
1 Year Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
1 Year Ago
merge from socketmod_handles
1 Year Ago
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
1 Year Ago
Fixed melee vm hit block animations not playing
1 Year Ago
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1 Year Ago
Updated muzzle boost description
1 Year Ago
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1 Year Ago
Merge from delete_entity_by_id
1 Year Ago
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1 Year Ago
Merge from fishtrap_restart
1 Year Ago
Merge from clearUGCByPlayer_fix
1 Year Ago
Merge from version_auto_printout
1 Year Ago
Run the version command on client startup
1 Year Ago
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1 Year Ago
Fixed weirdness when applying a door to the Siegetower
1 Year Ago
merge from clientserver_entityfinder_tool
1 Year Ago
merge from tmp_optims
1 Year Ago
Minor emission consistency tweak between the two variants.
1 Year Ago
vending_fixes -> main
1 Year Ago
Brightness scaling material fix. Naming cleanup.
1 Year Ago
Finalized update. Texture optimization.
1 Year Ago
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
1 Year Ago
merge from main
1 Year Ago
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region. - Weather map scrolling uses EnvSync time - Some other adjustments
1 Year Ago
Fixed a crash with ConVarExists