239,363 Commits over 3,837 Days - 2.60cph!

4 Years Ago
Make the decal limit use r_decals value (with maximum of 8192), not its default value, which is 2048.
4 Years Ago
Fixed models loaded by ClientsideModel() losing their modelbounds data on map disconnect due to them being reloaded (for now, we don't reload such models) Fixed String DTVar callbacks not being called at all
4 Years Ago
Add RenderMeshFile bone parent to modeldoc (reskin all verts of a mesh to a bone)
4 Years Ago
Hopefully fixed the model in maps reloading issue forever
4 Years Ago
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4 Years Ago
Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
4 Years Ago
cherrypicking 58642
4 Years Ago
merge from lunar_near_year_2021
4 Years Ago
Reduced gong crafting cost
4 Years Ago
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4 Years Ago
removing a bunch of unused stuff from vr_complex
4 Years Ago
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4 Years Ago
Added Trace.HitLayer( layer ) Fixed ModelEntity.ClearCollisionLayers (takes no args) CollisionGroup.Trigger is bullshit, just do EnableSolidCollisions = false Water surface can be shot Whitelist System.Private.CoreLib/System.Enum
4 Years Ago
Merge from main
4 Years Ago
A bit of cleanup
4 Years Ago
Prefab updates
4 Years Ago
Bug fix
4 Years Ago
ViewModelScope bug fix, fixed bug where skins weren't being applied.
4 Years Ago
fixed a small offset in corridor_stop_transition_b
4 Years Ago
updated entrance prefab link in tunnel entrance scene to fix the materials display
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
Cherrypicking lunar_new_year_2021 merge
4 Years Ago
Clientside ragdolls float in water Merge branch 'master' of sbox
4 Years Ago
Corridor fixes 2: Quaternion boogaloo
4 Years Ago
Stairwell bottom adjustments
4 Years Ago
Cleanup and add option to fade to global cubemap if out of bounds Fix seamless cube bounds
4 Years Ago
Remove unsed water stuff Player controller swimming
4 Years Ago
Tunnel LOD/occlusion mesh fixes
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Tunnel entrance prefab update
4 Years Ago
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
4 Years Ago
Added PhysicsBody.FindClosestPoint( vec ) Added PhysicsBody.Density Fail gracefully if Assets.Load couldn't deserialize Added BBox.Size, Volume, RandomPointInside Water: splashes are clientside, splash sound, objects denser than water sink, flat objects lay flat on the surface of the water Water sounds Update usermessages.proto
4 Years Ago
cherrypicking Lunar new year server side chanages
4 Years Ago
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
4 Years Ago
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4 Years Ago
merge from lunar_new_year_2021
4 Years Ago
Lunar 2020 menu video
4 Years Ago
Tunnel entrance Scene2Prefab scene
4 Years Ago
Corridor environment volume updates
4 Years Ago
Prefab updates
4 Years Ago
PriorityEnd is no longer required
4 Years Ago
Removing obsolete 180 degree turn corridor prefabs
4 Years Ago
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
4 Years Ago
Better, less buggy support for stairwell bottom variants
4 Years Ago
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4 Years Ago
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4 Years Ago
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