248,561 Commits over 3,928 Days - 2.64cph!

4 Years Ago
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4 Years Ago
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
4 Years Ago
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
4 Years Ago
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4 Years Ago
PlayerInfo to PlayerScore Added Tool system
4 Years Ago
added ai.designing convar toggle
4 Years Ago
merge from main
4 Years Ago
Tweak wood impact
4 Years Ago
Implemented physics sounds
4 Years Ago
Fixed SceneObjectUpdater leak
4 Years Ago
Cleaning Model.Create
4 Years Ago
Train tunnels use "Darkness" environment type
4 Years Ago
Climate now works without biome map (falls back to temperate climate, for test scenes) Added "Darkness" environment type (disables directional light, makes skybox completely black) A single environment volume can now have multiple environment types
4 Years Ago
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4 Years Ago
Draw water stuff just before drawing translucents
4 Years Ago
Fixed AmbientLightLOD not properly preserving light intensity
4 Years Ago
cherrypicking 58646
4 Years Ago
Add SceneLayer to ModelEntity Merge branch 'master' of sbox
4 Years Ago
Added Physics.TestPointContents Entity.InternalEntityKeyValue gets called with a list of map entity keyvalues Added [HammerProp] for setting entity properties from hammer/fgd shit Merge branch 'master' of sbox
4 Years Ago
Put WaterSea on water scenelayer
4 Years Ago
Organize scenesystem definitions, start binding ISceneLayer Add per-basemodelentity scenelayerid and bind it Tiny adjustments to CreateRawModel Handle Water layers, assign custom scene layer ids
4 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
4 Years Ago
Fix broken prefab
4 Years Ago
More refactoring, just place a static elevator block at every floor
4 Years Ago
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
4 Years Ago
Merge Main -> Workcart
4 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
4 Years Ago
One icon that I missed on the crafting screen
4 Years Ago
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4 Years Ago
Icon appearance changes: - Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look. - Belt icons set to 90% opacity. - Updated some icons that I'd missed, that aren't linked to any icon prefab - Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
4 Years Ago
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified Immediately reset order quantities to 0 after clicking Buy
4 Years Ago
Compile fix
4 Years Ago
More static elevator work Added an ElevatorStaticFloor Trigger that designates a floor Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units Floor triggers can be placed at arbitrary heights
4 Years Ago
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4 Years Ago
Refactored BulletSystem shape handling, added ShapeUpdateSystem Refactored BulletSystem.OnSpawnBullet BulletSystem border warning color / glow / minOpacity codegen Fixed typo in ShapeUpdateSystem Keyframe / per-update animated properties now set complement to 1f
4 Years Ago
Improving spline indexing
4 Years Ago
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4 Years Ago
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4 Years Ago
- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer. - Darkened WorkCart cabin glass albedo, you could hardly see out of it - Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
Fixed linux not compiling
4 Years Ago
Disable RichText markup in server browser button
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