200,001 Commits over 4,140 Days - 2.01cph!

5 Years Ago
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5 Years Ago
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5 Years Ago
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
5 Years Ago
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5 Years Ago
Make the light calculation methods of GrowableEntity static so we can call it from PlanterBox
5 Years Ago
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5 Years Ago
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
5 Years Ago
mixing table, tea, and berry sounds
5 Years Ago
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5 Years Ago
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5 Years Ago
Military tunnels & related WIP.
5 Years Ago
Anchor / Oar / Barrel decorations. Models; Lods, Col, Prefab and materials.
5 Years Ago
Removed greater and superior tea tiers.
5 Years Ago
Super gravgun kills makes dissolved weapons fly a bit farther and be more CINEMATIC item_healthvial dropped by NPCs on death also gets dissolved like the weapon does if they died from dissolve damage Restored SF_COMBINE_NO_AR2DROP ep2 spawnflag for npc_combine_s
5 Years Ago
fixed layering issues on the mixing table causing ground watch to fail
5 Years Ago
Fixed "Keep Ragdolls" setting causing dead rollermines and floor turrets to create uninteractable "ragdolls" on death
5 Years Ago
Removed .0f from default value of r_overlayfade convars (it bothers me)
5 Years Ago
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5 Years Ago
Reworked models/mechanics/solid_steel/type_a_2_16.mdl so it isn't broken anymore
5 Years Ago
updating wip glass
5 Years Ago
Reduced bone arrow thickness
5 Years Ago
Fixed getting dismounted while flying low over AirWolf on HapisIsland
5 Years Ago
Fixed secondary ammo HUD not showing while in a vehicle with SetAllowWeaponsInVehicle( true )
5 Years Ago
Fixed supply drop flying away after getting hit by projectiles
5 Years Ago
Fixed a regression with changes to DScrollPanel
5 Years Ago
Added DButton.SetMaterial() and DImageButton.SetMaterial() (Community Contribution)
5 Years Ago
Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup Combine Ball projectile no longer makes sounds when hitting ragdolls, to prevent insane sound spam when it gets stuck in multiple ragdolls
5 Years Ago
merge from /main/stairs_upkeep_fix
5 Years Ago
merge from save197
5 Years Ago
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5 Years Ago
Removed odd meshes from twig gibs
5 Years Ago
fishing nets walkway fishing crane
5 Years Ago
fix berry plant mesh mismatch during crossbreed
5 Years Ago
Merge from summer_dlc_skin_reassignment
5 Years Ago
menu background video update
5 Years Ago
Revert the changes in 53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
5 Years Ago
fixed cave small easy missing culling volumes
5 Years Ago
T1 vehicle parts crate now spawns two vehicle components
5 Years Ago
merge from save197
5 Years Ago
network++ save++
5 Years Ago
merge from main
5 Years Ago
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5 Years Ago
Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default) Only update water quality when hit by a sprinkler Remove gene caching
5 Years Ago
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move. I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
5 Years Ago
Merge from main
5 Years Ago
Fix some client server issues when playing in editor
5 Years Ago
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER