238,936 Commits over 3,837 Days - 2.59cph!

4 Years Ago
Version bump
4 Years Ago
Version bump
4 Years Ago
Move the vending machine and tool cupboard icons up on the icon list WIP updating to expo-notifications SDK 39 upgrade Handle errors in notification handler code Sentry update fixes Workaround in-app notifications being silent after upgrading to the new notifications API Update items Update translations
4 Years Ago
Update items Update translations
4 Years Ago
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4 Years Ago
Tidy up, deleted mess from culling experiments
4 Years Ago
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4 Years Ago
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4 Years Ago
merge from Halloween_2020_Patch
4 Years Ago
merge from Halloween_2020_Patch
4 Years Ago
hunter background Merge branch 'master' of SpaceUsurperUnity tentacle background orb background
4 Years Ago
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4 Years Ago
Fixed typo in BackgroundSubLayer
4 Years Ago
Re-splatted highlands (2/2)
4 Years Ago
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4 Years Ago
merge from Halloween_2020_Patch
4 Years Ago
overcast chance 0 due to visual concerns - needs further testing
4 Years Ago
cherrypicking 55571 55572
4 Years Ago
Re-splatted highlands (1/2)
4 Years Ago
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4 Years Ago
halloween sitems etc
4 Years Ago
Added basic G String game mounting support
4 Years Ago
cherrypicking 55569
4 Years Ago
skull spike candle variant actually has lit candles at night
4 Years Ago
translate SDK_ shaders to their non SDK_ variants
4 Years Ago
Bugfixes with group load / unload
4 Years Ago
Rainbow grid jitter mitigation & better horizon fading
4 Years Ago
Ghost sheet no longer user craftable Added Ghost sheet to Halloween loot table
4 Years Ago
Fixed vgui.Create being called on screen resolution change with empty string
4 Years Ago
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4 Years Ago
Shutdown CPlayerPickupController (player_pickup entity) if its associated player somehow becomes NULL to avoid crashing
4 Years Ago
Fixed bug with group removal, built upon test to load / unload groups.
4 Years Ago
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4 Years Ago
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4 Years Ago
Don't need FinalizeLoading now InteropGen - struct can define CreateUsing NetRuntime.RelativeToAbsolute hook Added CRD_RegisterResourceDataUtils::RegisterResource Allow resource loading to proceed with invalid headers (review: can we set it as a non valve resource so we don't need to hack around with this header) Resource Loading boilerplate Switched ManagedResourceHandle to use ::From instead of constructors (because constructors mean it stops bein pod) Load startup material from materials/startup.mat instead of materials/startup_background.vmat Init managed before creating the window so the filesystem shit can use it Latest Binds
4 Years Ago
Airfield, Compound review
4 Years Ago
Going over caves scenes, caves dressing scene, adding missing files from initial batch Some other scenes reviewed (WTP, Bandit town)
4 Years Ago
Overgrowth scene and prefabs conversion. Switched incorrect foliage materials to Core/Foliage
4 Years Ago
Async removal
4 Years Ago
merge from Halloween_2020_Patch
4 Years Ago
Ghost sheet icon, crafting cost, protection setup
4 Years Ago
Foliage_v3 Temperate_Grass_c asset model path fix
4 Years Ago
terrain atlas generation
4 Years Ago
TerrainAtlas scripts
4 Years Ago
Fixes for incorrect files
4 Years Ago
Added IMaterial2.SetName Refactored asset loading takeover point Create materialsystem2.def Create EngineGlue Create ManagedResourceHandle Interop: add long/int64 support Pass IAsyncResourceDataRequest to asset loading AssetLoader foundation
4 Years Ago
BaseCombatEntity now stores last person you attacked. More events work.
4 Years Ago
mech bg opacity fuse background trench background onion background