250,469 Commits over 3,959 Days - 2.64cph!
prospector core react when snap
Merge branch 'master' of SpaceUsurperUnity
core short look
Merge branch 'master' of SpaceUsurperUnity
laser core glare
Fix for "Lift occupant gets confused if a previous occupant is still in range when a new occupant is snapped."
Merge from Main -> Vehicles
Port the vehicles branch version of NearMountPoint to Main. Fixes flickering mount option on listen server.
Merge from hdrp/merge-fix-4
Adjusted layer settings on the static and deployed vehicle lifts
Fixed river and swamp materials
Fixed runtime shader error on lit terrain blend shader
[D11] Fix PS4 Build process, broke path to nptitle.dat
modular car engine open/close sounds
modular car lift deploy sound
modular car lift open/close sounds
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
Reverting the previous checking - accidentally committed assets.
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
Removing duplicate vertices from bakes.
All workshop menu UI is now accessible with controller
Clean up slot machine entity based on code review feedback
[D11] Added support for building PS4 Patches.
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Fix for another serialised member within a #if block
Disable occlusion warnings while I look into them
Added effects.GetList() (Community)
game.AddAmmoType() no longer fails silently if given bad ammo type name, and the ammo type name is no longer case sensitive (Community)
Added SetTooltipPanelOverride
Toolmenu filters expand categories
Constraint lib minor fixes & improvements
Updates "constraints" var on the constraint system when it matters
Fixed constraint.Pulley comparing one of its arguments to a global
Fixed constraint.Hydraulic's 4th retval always being nil
Removed reduntant usage of GetTable()
Rid of some unused locals
constraint library minor improvements and fixes
[D11] 3987 - Changed the spawn parameters on some resources to prevent them from clumping together
Added Entity.IsSequenceFinished
Entity.GetSequenceMovement cycle arguments are now optional and default to 0, 1 for start and end respectively
Add effects.GetList (#1527)
Solves garrysmod-requests/issues/1209. Pretty much a copy of [weapons.GetList](garrysmod/blob/394ae745df8f8f353ea33c8780f012fc000f4f56/garrysmod/lua/includes/modules/weapons.lua#L169-L177).
Ammo lib update (#1487)
* Bad tbl.name no longer silently fails
* Made ammo names case-insensitive.
[D11][#3998] Fix for shadows flashing when far from the map center:
1. Shadow map resolution on the main directional light set to 2048 - this makes the shadow map calculations more precise at the cost of 30 Mb of memory.
2. Updating the rotation of the sun every N frames to decrease the frequency at which the lighting conditions are changed and thus keeping the shadow maps the same for several frames.
Updated corn and potato entity bounds so they can be destroyed by melee (for Errn)
New notification icon with no padding
Changed "Water Saturation" label to "Water" on plant UI, to make it more obvious it is the water condition/happiness, not the actual saturation.
Fixed "missing parent entity" spam
Scene backup.
More effects folder organizing
Don't pool the engine audio grains because they seem to use up a lot of memory
Fix for some unnecessary decor object spawns (e.g. flowers and cracks_grass)
Occlusion culling/SLOD fixes (invisible objects)
Changes to the way tree gets split
Cleaning when destroying monuments.
Added BASSCHANNEL:Set/Get3DEnabled()