3 Hours Ago
Experiment with spine manipulation to look around
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Today
Add font serializer
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Today
Allow blend pose node to blend from a root bone (example: blend upper weapon hold and running)
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Today
new language stuff DModelPanel clears depth automatically Fixes visual artifacts but may cause issues with stencils fingers crossed there will be none DCollapsibleCategory now can customize its headersize properly And DCollapsibleCategory works better with derma skins Thruster sound changes Makes it reliable to ensure the sound stops when it needs to. Fixed NPCData.Weapons not counting as valid weapons Fixed Lost Coast's fisherman not having his harpoon "Spawn with weapon" feature for NPCs in the spawnmenu Many fixes for custom spawnlist stuff auto refresh no longer breaks saving/restoring it no longer auto selects hidden spawnlists other minor fixes/improvements
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Today
merge from main
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Today
merge from main
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Today
PlasticSCM is a horrible piece of software
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Today
merge from main 2, hopefully this doesn't explode
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Today
merge from main 1
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Today
"Spawn with weapon" right click option for NPCs that can use weapons
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Today
Autorefresh no longer breaks spawnlist saving/reverting Spawnmenu now selects the first VISIBLE spawnlist, used to select hidden spawnlists Other minor improvements for the whole spawnlist reverting/repairing system
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Today
Translations for "spawnlist requires game X" tooltip
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Today
Fixed Alyx's Gun sounds not working without Episode 1 being mounted
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Today
Added DCollapsibleCategory.Get/SetHeaderHeight DCollapsibleCategory works better with derma skins DModelPanel clears render depth automatically fixing weird artifacts when 2 or more DModelPanels are on top of each other Added DFrame buttons to DefaultSkin.png
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Today
PropSelect.AddModel(Ex) now returns the icon it creates
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Today
Added prop select model icon creation returns created icon (#1703)
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Today
wooden buildings and fishing village scenes - end of week backup
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Today
cherrypicking 53618 53624 53640 53641
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trench expanding diff trench pattern diffs Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles fix baking error
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Today
canoe Canoe gibs mesh.
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Today
▌▌▅ ▊▅▆ ▌▆█▍▇▅▋▊▇ ▌▅▊ ▋▌▊▅ ▄▌▇▉▇▅ ▉▆▄▇ ▋▆▇▌▊▊▋ ▋▇▆▄
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Today
▆▉██▊ ▇█▋▇▉ ▉█▄▅▊▅ ▋▄▋ ▉▉▌▌█▆ ▌▉▉▆█ ▋▅▇▆▄ (▌▌▍ ▊▅▉▍██▌█ ▆▆▍ ▌▄▌▋█▍█▊▄ ▅▋▌▍█▌▌ █▄▋▄)
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Today
Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
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Today
Slight background optimisation Started on player trail rewrite New trail base colour Color / alpha gradient for new trail Got rid of old trail Fixed trail resetting Player trail fully fades out again Switched to LineRenderer from TrailRenderer for new player trail Started re-implementing rope visuals New rope color / alpha gradient Removed old Rope rendering code Clean up ropes when changing stage Fixed rope bloom Profiling fixes for Switch Rope bloom can now be stronger Removed testing value from rope bloom increased rope active glow Fixed "Other" category timing when profiling Don't bake easy campaign when baking redux Merge branch 'player-trail' into asset-bundles
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Today
▆▍▄▄▋ ▊▉▋▄▋▅▌▊▄▆ ▍▌▋▊ ▋▆ ▇█▋▄▊ ▌▆▋▌▍ ▉▉ ▆▇▋▅▊▆▄▄ █▇▅▌▊ ▉▆▋▊ ▋▍▆▄ ▉▌█▇ ▍▅ ▋▆▍▆▌▉▇█▋▉ ▋▆█▊▊ ▌▄▇▍ █▄ ▉█▅▄▍ ▇█▊█▆▌ ▊▅ ▆▌█ ▅▇ ▆▇▅▉▆ ▌▉█▊ ▇▋▌▅ ▇▉▄▆ ▋▌▅ ▌▆▌▌▆▆▍ (▊▇▇▌ █▍ ▍▊▅▍▄▆▆▉)
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increased rope active glow
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Today
Removed testing value from rope bloom
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Today
Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
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Today
Rope bloom can now be stronger
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Today
merge from ddraw_init_optimization
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Today
phrases
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Yesterday
▉▌▅▉▉ ██▆▆▆ ▍▇▌█▇ ▉▍██▄ ▇▊▇▇
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Yesterday
▄▉▉▇▅▊ ▍▋▅ ▌▆▊▅▍ ▊▍▉▌█▊▆█▅ ▍▆█▍ ▇▉█▄█▇. ▄▉▇▉▅▍ ▉▍▅ ▋▆▉▉ ▌▅ ▄▉▌ ▇██▍ ▊█, ▉▄▊▊▊▅▊▌▋, ▇▅▇▆ ▇▇▍ ▍▋▄ ▊▌ ▇▊▊ ▋▇▍▉ ▊▄ ▌▄▌▍▄▅▆ ▌▆▄▄█▌. ▆▊▋▋▅██ ▉▋▍▍▉▅▇▄▌ ▇▅▅▆ ▋█▅ █▇▇▆ ▊▅█▄▉█▉█▍▄▉.
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Yesterday
Fixed growable entities updating their quality twice when consuming water
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Yesterday
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
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Yesterday
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
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Yesterday
Backup + merge
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Yesterday
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
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Yesterday
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
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Yesterday
Reworked military tunnels for new style interior volumes
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Yesterday
more RHIB collider tweak
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Yesterday
Tweaked RHIB collider
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Yesterday
Merge from main
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Yesterday
Subtract 53586 (already getting pooled on a different branch)
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Yesterday
Merge from Main -> GeneralBugFixes
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Yesterday
Profiling fixes for Switch
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Yesterday
Fixed rope bloom
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Yesterday
Update CONTRIBUTING.md
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Yesterday
Started re-implementing rope visuals New rope color / alpha gradient Removed old Rope rendering code Clean up ropes when changing stage
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Yesterday
Update bug_report.md
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Yesterday
Presskits to Google Drive Build
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Yesterday
Fixed Metropolice freezing the game for too long on initial spawn Fixed NPCData.Weapons not being counted as valid weapons, causing NPCs like Fisherman from Lost Coast not being able to spawn with his signature weapon
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Yesterday
~manual skin approval
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Yesterday
Updated scrap tea item descriptions, changed bonus scrap spawn pos.
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Yesterday
Fixed engine saves sometimes having extremely messed up sounds Added killfeel translation for env_entity_dissolver
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Yesterday
Fixed HTTP() global trying to use invalid ISteamHTTP pointer after changelevel on dedicated servers
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Yesterday
▉▉▋▅ ▇▊▆▊▅▍▉ ▌▊█
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Yesterday
Fixed respawn_entities command breaking weapon sounds until player respawn Fixed domain names starting with a number being counted as IP addresses
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Yesterday
Dropdown selector
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Yesterday
Player trail fully fades out again Switched to LineRenderer from TrailRenderer for new player trail
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Yesterday
Don't red box in dev mode when we don't need to
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Yesterday
▍▄▆▅▄▆▍▅▉▅▌ ▍▆▌▇▌ (▇▌▊█▇ ▇▆▌█ ▌▄▇▉▄▇▌▊ ▆█▅▉▇▍▄)
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Yesterday
Cleanup
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Yesterday
Some storage monitor styling fixes
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Yesterday
FlasherLight / SimpleLight pooling fixes
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Yesterday
FluidSwitch pooling fixes
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Yesterday
Disable a buff debug.log
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Yesterday
Art scenes backup
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Yesterday
wooden buildings progress backup
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Yesterday
ElectricalHeater pooling fixes
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Yesterday
PoweredWaterPurifier pooling fixes
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Yesterday
EntityFlag_Toggle pooling fixes
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Yesterday
Fixed duplicate poolable component on powered water purifier
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Yesterday
PowerCounter pooling fixes
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Yesterday
merge from main
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Yesterday
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Yesterday
IOEntity pooling fixes
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Yesterday
Fix possible NRE in AppIOEntity.BroadcastValueChange
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Yesterday
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Yesterday
Fixed client stall during DDraw initialization (introduced 10 April 2014, changeset 2)
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Yesterday
set up easy mode players octopus/mech turret diff scaling fuse stage diff scaling some trench pattern scaling
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Yesterday
Enabled pooling on 42 IO entities
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Yesterday
Redirect page
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Yesterday
merge from summer_dlc, noticed 53256 was forgotten upon review
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2 Days Ago
Oar worldmodel fixes, damage properties, animation events
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2 Days Ago
Paddle and movement splash effects
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2 Days Ago
Fix up RHIB colliders
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2 Days Ago
Support for backwards paddling
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2 Days Ago
Fixed tool cupboard saying "unattened" (but will need a phrases rebuild)
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2 Days Ago
Fixed another user being able to turn on/off single-user static "oven" objects (e.g. refinery, BBQ) while a user is using the UI.
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2 Days Ago
Main inventory right-click can now fill all AutoTurret ammo slots, not just the first one
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2 Days Ago
Initial storage monitor implementation
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2 Days Ago
Pass TC decay status through
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2 Days Ago
Prevent using the chainsaw while refilling.
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2 Days Ago
Merge from Main -> GeneralBugFixes
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2 Days Ago
Add missing icons
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2 Days Ago
More paddling/velocity work
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2 Days Ago
Add buttons to speed up or down movie playback
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2 Days Ago
Paddle viewmodel logic
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2 Days Ago
Fix skip buttons. Hook up demo name to subtitle
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