248,731 Commits over 3,959 Days - 2.62cph!

4 Years Ago
Add a hint message explaining how to edit/delete devices, add a button to remove all 'no response' devices
4 Years Ago
Nixed some deprecated scripts.
4 Years Ago
trench difficulty scaling onion pattern diff scaling
4 Years Ago
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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
4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
PlasticSCM is a horrible piece of software
4 Years Ago
merge from main 2, hopefully this doesn't explode
4 Years Ago
merge from main 1
4 Years Ago
"Spawn with weapon" right click option for NPCs that can use weapons
4 Years Ago
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
4 Years Ago
Translations for "spawnlist requires game X" tooltip
4 Years Ago
Fixed Alyx's Gun sounds not working without Episode 1 being mounted
4 Years Ago
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
4 Years Ago
PropSelect.AddModel(Ex) now returns the icon it creates
4 Years Ago
Added prop select model icon creation returns created icon (#1703)
4 Years Ago
wooden buildings and fishing village scenes - end of week backup
4 Years Ago
cherrypicking 53618 53624 53640 53641
4 Years Ago
trench expanding diff trench pattern diffs Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles fix baking error
4 Years Ago
canoe Canoe gibs mesh.
4 Years Ago
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4 Years Ago
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4 Years Ago
Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
4 Years Ago
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
4 Years Ago
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4 Years Ago
increased rope active glow
4 Years Ago
Removed testing value from rope bloom
4 Years Ago
Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
4 Years Ago
Rope bloom can now be stronger
4 Years Ago
merge from ddraw_init_optimization
4 Years Ago
phrases
4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed growable entities updating their quality twice when consuming water
4 Years Ago
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
4 Years Ago
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
4 Years Ago
Backup + merge
4 Years Ago
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.
4 Years Ago
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
4 Years Ago
Reworked military tunnels for new style interior volumes
4 Years Ago
more RHIB collider tweak
4 Years Ago
Tweaked RHIB collider
4 Years Ago
Merge from main
4 Years Ago
Subtract 53586 (already getting pooled on a different branch)
4 Years Ago
Merge from Main -> GeneralBugFixes
4 Years Ago
Profiling fixes for Switch