143,041 Commits over 4,383 Days - 1.36cph!

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