255,324 Commits over 3,990 Days - 2.67cph!

6 Years Ago
mod reward text formatting
6 Years Ago
Giving Matrix() another matrix will now copy its values, instead of erroring
6 Years Ago
Format mod descriptions. Blank mod slot tooltips now show "Empty xxx slot"
6 Years Ago
Disable SHIFT+F2 opening demoui in multiplayer
6 Years Ago
Restored Combine Soldier pain sounds
6 Years Ago
Inventory system, resource nuggets, helmet
6 Years Ago
Entity.Remove() will no longer try to make crazy physics objects non solid and crash trying
6 Years Ago
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6 Years Ago
Use expanded IPv6 format instead of shortened or weird IPv4 mapped ones
6 Years Ago
Better physenv.AddSurfaceData, util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder errors in console on failure
6 Years Ago
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6 Years Ago
[D11] - Cosmetic tweaks to HUD
6 Years Ago
[D11] [Audio] Checking in WIP ... Loopback is working.
6 Years Ago
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6 Years Ago
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
6 Years Ago
added mod icon to font reworked soccer avatar platform
6 Years Ago
Avoid ghost split times overlapping
6 Years Ago
WorldTime settings
6 Years Ago
[D11] [UI] Fixed forced disconnection popup translation.
6 Years Ago
Delete HDAdditionalLightData, AddiitonalShadowData before Light
6 Years Ago
Editing / tidy for base component prefabs.
6 Years Ago
more
6 Years Ago
[D11] Win64 client asset bundle fix
6 Years Ago
Disable SRP batcher cause it's broken on some devices right now
6 Years Ago
wip durability loss reduction new mod type
6 Years Ago
Reimport all shaders on build (hack/test)
6 Years Ago
[D11] [UI] Fixed missing tags on certain items.
6 Years Ago
[D11][#318] Fix for door placement issue
6 Years Ago
Stop NANs Fix foliage shader double sided normals
6 Years Ago
Removed default alt inputs causing phantom UI inputs
6 Years Ago
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
6 Years Ago
[D11] Fixed Lighting issues on Win64 builds at Dawn and Dusk. Added new option in debug menu to change server time to specific hours of the day rather than always to 8am.
6 Years Ago
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
6 Years Ago
added collect cash tokens sponsorships
6 Years Ago
Added skin memory usage to print_loaded_skins
6 Years Ago
Updated DebugEx
6 Years Ago
Merge from main
6 Years Ago
[D11] Debug jenkins win64 client build
6 Years Ago
[D11][#279] Fixed issue with quarry where mining belt would always be spining
6 Years Ago
Fix warnings
6 Years Ago
Award any mod reward on sponsorship completion. Show mod reward in news items.
6 Years Ago
Added split time differences to ghosts
6 Years Ago
Support forward and deferred More render.* convars Fixed foliage billboard shader
6 Years Ago
WIP sponsorship mod rewards/serialization/display
6 Years Ago
[D11][OFFSCREENPARTICLES] Broke the loddng, i'll fix it in a bit
6 Years Ago
Set sub category for ship transit room Fixed several placement controllers processing rotations and failing Fixed eyedropper working over multiple floors Icon for floor upgrades Replace with sick puddle with a standard cutout quad Fixed some food props making people sick Fixed gyroscope unlocking on game start Fixed fires and water leaks not working in builds
6 Years Ago
merge from main
6 Years Ago
Fixed heli collider layers, which fixes heli character vis issues.
6 Years Ago
Flickering, generally buggy character vis was caused by CullVisibleCharacters also checking triggers - for instance the interaction trigger capsule on characters. Unfortunately there is no QueryTriggerInteraction parameter for RaycastCommand, which we use for character vis checks. Instead, I've changed the global default to not query triggers, which disables trigger queries in RaycastCommand, and then combed through all existing physics commands to make sure they've got the right tigger setting (since many were using QueryTriggerInteraction.UseGlobal).