223,773 Commits over 3,684 Days - 2.53cph!

4 Days Ago
Can't aim while sprint/sliding ("no_aiming" mechanic tag)
4 Days Ago
Fixed HUD not showing
4 Days Ago
Add proxy update for mechanics, so we can grab tags for networked players, crouch/slide/etc sync'd this way
5 Days Ago
More work on networked players
5 Days Ago
merge from nexus
5 Days Ago
merge from tutorial_menu_improvements
5 Days Ago
merge from fix_demo_disk_quota
5 Days Ago
merge from industrial_conveyor_quickmove
5 Days Ago
merge from dismount_netting_fix
5 Days Ago
Fix menu not loading 🙈🙈🙈🙈🙈
5 Days Ago
Make internal addons.. addons - because it matters now
Leaderboard backup, run #11154
5 Days Ago
Fix NRE in DockManager Make Project creation internal Add LibraryManagerDock Project constructor can't be internal, ya dummy Library publishing
5 Days Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
5 Days Ago
Added a metal detector mission objective
5 Days Ago
Added hinges to the van doors
5 Days Ago
Merge from explosions
5 Days Ago
Both flamethrowers with viewmodelrenderers and effect parents setup
5 Days Ago
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
5 Days Ago
Match import fbx offsets exactly
5 Days Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
5 Days Ago
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5 Days Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
5 Days Ago
Wrap player input around IsLocallyControlled
5 Days Ago
Code refactor, start working on pawn possession (so we can do networked spectators later)
5 Days Ago
Properly aligned sharp coastal cliffs Medium cliff variant test
5 Days Ago
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5 Days Ago
Merge from mission_improvements_may_24
5 Days Ago
Fixed escape key not working anywhere
5 Days Ago
viewmodel updates inc bolt states & triggers
5 Days Ago
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
5 Days Ago
.gitignore update, case sens changes
5 Days Ago
viewmodel updates
5 Days Ago
Adjust recoil system to be more sane Add some UI components back, start on ammo hud. Default map facepunch.prison Reflect real ammo counts, fixed MP5 ammo container
5 Days Ago
Fix node graph comment not saving position after resize
5 Days Ago
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
5 Days Ago
Fixes Fix input to work on the controller
5 Days Ago
GameObjectControlWidget: allow opening prefabs in editor
5 Days Ago
Merge from unity_2022.3.24
5 Days Ago
Merge from main
5 Days Ago
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
5 Days Ago
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5 Days Ago
More fucking around with Unity.AI.Navigation
5 Days Ago
Link.IsNestedInput ActionGraph delegates can override input values
5 Days Ago
Removed some bullshit files, compile fix
5 Days Ago
Analytics for asset warmup & prefab warmup
5 Days Ago
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
5 Days Ago
merge from fix_ammo_unload_drop
5 Days Ago
merge from fix_pickafriend_dark_colors
5 Days Ago
merge from fix_broken_minigun_delete_ammo