193,212 Commits over 4,049 Days - 1.99cph!
[D11] D11_Frontend shouldn't reference company logos at all. Not sure if I forgot to remove this before or it got merged back in.
More friendly errors when the weapons library is overridden with a non table
Added an _hl1 suffix to weapon_glock and weapon_mp5 to prevent collisions with CS:S weapon packs
Moved weapon scripts to a separate folder inside scripts - scripts/weapons/
Weapons spawned by the map on HL1 maps get replaced with their HL1 counterparts
Localization string for env_beam
[D11] [Tutorial] Update to tutorial map
[D11] [UI] updated the my games screen to the non gradient style, and updated the header and nav bar images to look better across a variety of backgrounds
Barney and Human Grunts will drop their usual items on death
[D11] [UI] Changed Leaderboard "Firearm Kills" text to say "Ranged Kills" as requested by Design.
func_breakable will use HL1 drop table on HL1 maps
[d11][Audio] removed old method timing/capsule based reverbs and added detailed reverb.
Taking a look at how bad saving would be to add again...
Merge from asset_bundles_4
Don't throw error when asset bundle that is part of asset bundle manifest does not exist
[D11] [UI] Uncommented the things because its screaming at me for more local variables
[d11][Audio] Reverb added to rocket factory interior
[D11] [UI] Commented out local variables associated with the debug log I commented out earlier.
[D11] Design request - increase lookatradius to 0.4
[D11] [UI] Fixed death screen staying open in certain cases where player would respawn too quickly. Commented out log that was causing errors when connecting to server.
[d11][Audio] Fixed missing reverb volume and trigger assignments.
[d11][Audio] fixed missing reverb volume and reverb trigger assignments.
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[d11][Audio] Added reverb to Portacabins
[d11][Audio] Office Interior detailed reverbs added
[D11] missed this prefab change from
31600
adding burning trap despawn Fx
adding jumper model/texture/mat
[D11] [UI] updated the find join servers to the non gradient style, and made some other elements consistent across screens
Added LODGroup components to all deployables
[D11][UI] Disabled unnecessary layout groups in UIinventory scene. Removed unneeded item icon alpha tween
Added some extra admin commands.
[D11] [UI] Removed unused local variable.
Fuel Gauge materials and texture set up.
BuildPrefabs / BuildModding ifdefs
Server bundles assets it does not need into content.private.bundle (ignored by upload)
[D11] [UI] Removed animators from UI components in favor of tweening system. Menu animation handler now uses tweening system for consistent menu animation styles.
[d11][Audio] Detailed reverb for launch siate range interiors and lift cabins
[d11][Audio] Added more detailed reverb zones
[D11][Audio] More detailed reverb zones added.
[D11] [UI] re-added the wip icon which accidentally got deleted because it got detected as a name conflict
Steam & liquid/oil pfx prefabs.
Working on some stuff for much better NPC pathing. Saving all footpath areas.
Update company name from DefaultCompany to Facepunch Studios Ltd
Fixed fractional camera scrolling breaking accumulation buffer
Made corp list slightly less sluggish
adjusted Chinese lantern audio volume