240,135 Commits over 3,837 Days - 2.61cph!

4 Years Ago
Set up vehicle lift gibs
4 Years Ago
Extra null checks for player.lookingAtCollider
4 Years Ago
Enable even output split on the 2module fuel tank
4 Years Ago
Merge vehicles/IO
4 Years Ago
new pixels for laser form0 laser new pixels form1 laser form2 new pixels Merge branch 'master' of SpaceUsurperUnity corelayer point filter option
4 Years Ago
Fix crash when removing seating
4 Years Ago
Renamed wantsSplash interface method to WantsSplash
4 Years Ago
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
4 Years Ago
DudTimedExplosive now looks all the way up the entity hierarchy to see if it was on a moving object, instead of just at the immediate entity. Fixes dud explosives on sub-entities from staying stuck on and messing with physics.
4 Years Ago
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
4 Years Ago
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
4 Years Ago
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4 Years Ago
Update fluid combiner icon
4 Years Ago
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4 Years Ago
Fixed line endings
4 Years Ago
Model.cs now ignores inactive GameObjects in FindClosestBone. Fixes satchel charges etc sometimes sticking to inactive GameObjects and endnig up being invisible. Needs code review.
4 Years Ago
Misc fixes
4 Years Ago
4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Can now add / remove coop player in workshop campaign menu Fixed a replay breaking change
4 Years Ago
Powerups now periodically check if the nearest player can collect them
4 Years Ago
Added TranslationCollection.Translate(string, args) Stages are now locked if they don't support the current player count Fixed error when loading StageMenuData for custom stages
4 Years Ago
Monument benchmark errors fixes
4 Years Ago
Fixed missing terrain pyramid shader level between 200 and 300
4 Years Ago
Fixed missing terrain potato detail for shader level below 300
4 Years Ago
Entity.PlayScene now has a second return value - the scene entity, removing which will allow for stopping the scene from continuing to play.
4 Years Ago
Merge from entity_hiding
4 Years Ago
Held entity deploy fix
4 Years Ago
Merge from main
4 Years Ago
Cherrypicking 49699 Throwable fix
4 Years Ago
Throwable fix
4 Years Ago
Fluid combiner model and updated material/textures
4 Years Ago
Fixed errors when running monument benchmark standalone.
4 Years Ago
[D11] [UI] Fixed typo in "Open Inventory" hint string in French.
4 Years Ago
[D11] [UI] Fixed graphic overlapping wounded text on certain languages when wrapping to new line.
4 Years Ago
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4 Years Ago
Compile fix (main/comp merge)
4 Years Ago
Remove "unknown genes" and gene display from consumable item info panel.
4 Years Ago
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4 Years Ago
Dropped weapons (Player.DropWeapon specifically) no longer give extra reserve ammo
4 Years Ago
merge from /entity_hiding
4 Years Ago
merge from main
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
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4 Years Ago
pagination and button links on Gmod mailing list styling build
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
[D11][#3673] Fix for: guards at the Bandit Camp appear to have no helmets equipped when viewed from a distance.