137,085 Commits over 4,474 Days - 1.28cph!

2 Months Ago
Revert TerrainHeightMap from bad merge
2 Months Ago
merge from main
2 Months Ago
mannifest
2 Months Ago
update from main
2 Months Ago
Merge from main
2 Months Ago
merge from main, will rebuild mainifest
2 Months Ago
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
2 Months Ago
vendingmachine_ui_refresh -> main
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
Add condiiton and slot support to fake inventory
2 Months Ago
Support skins on collapsed shop view
2 Months Ago
Check skin ID before allowing a purchase
2 Months Ago
Fix a couple of bugs with cost skin id not being detected properly
2 Months Ago
Added independent skin support to cost item (was only supported for selling item before)
2 Months Ago
Merge from main Cannon.cs and PlayerModel.cs conflicted, auto merged
2 Months Ago
Fixed remaining light fixture issues.
2 Months Ago
Added another female/light player seed
2 Months Ago
Merge from main
2 Months Ago
Fix submesh bypass per prefab being inverted
2 Months Ago
Enable submesh batching on shipping container
2 Months Ago
Only enable submesh batching on certain assets instead of every single one
2 Months Ago
Add `paste_auth` option to copy paste (default true) so admins are authed on every turret & door when pasting
2 Months Ago
Fix color being inconsistantly set inside editor because it was hitting client & server entities with the physics queries
2 Months 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
2 Months Ago
Delete unused Combine() overload from MeshRendererData
2 Months 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
2 Months 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 Months Ago
Added female/light player seed Female/light body material updates PlayerModelMouth balance pass
2 Months Ago
network++
2 Months Ago
Setup engineering bench filler/item visuals
2 Months Ago
Crypt building skin store page baseline
2 Months Ago
Add sell order skin support to the marketplace terminals in outpost
2 Months Ago
charm position tweaks
2 Months Ago
Fix all the compile errors
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
TMP compile fix
2 Months Ago
merge from unity_6.3.11/new_inputsystem
2 Months Ago
Compile fix
2 Months Ago
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
2 Months Ago
merge from unity_6.3.11/new_inputsystem/tmp_update
2 Months Ago
More menu items stuff
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Menu items cleanup
2 Months Ago
update textures for prototype upgrade
2 Months Ago
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
2 Months Ago
Fixed TMP_SDF - Depth Offset shader TMP Settings
2 Months Ago
updated engineer workbench created empty states/models for prototype, range, defence, surplus, effiency and surplus. + full empty state mesh. created prefabs
2 Months Ago
Stripped out TMP sprites
2 Months Ago
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