254,982 Commits over 3,990 Days - 2.66cph!
Initialize prop for weapon world models. Define both static and skeletal model for world model props because static is used for pickups
lowered gloss on floor grate material
added latest prefabs from Damian to level
Start viewmodel animation paused so that it doesn't start playing until deployed
Trying out some new water stuff
Potential fix for error spam when quitting a session
Experimental. Probably reverting most of this. but follow target stuff will remain.
tweak decal shader, render pass order, fx to reduce clipping
Drug dealers take follow commands
FX layer/ decal replacement pass
Make hud popups non-interactable while placing rooms
Reordered some tech unlocks
Show room space dimensions in purchaseable details
Play tab click sounds when placing rooms
Restock tweaks for buffet tables
Tiki bar luxury level
Better material on bubble wedge
Added a glowing coals shader for the rocks in the sauna pit
Added dedicated sleeping action chain
Silenced+twin SMG variants.
No doubling up on damage.
More stuff. Drug dealer AI. Fixed serialization.
fixed scope jitter on HAB/cargoship
player movement now automatically bumps up over small curbs and steps
tidied up building dressing brick and concrete prefabs
replaced decal in tile toppers, adding decal layer to main directional light
pass on FX layer
Added InventoryDef.GetRecipesContainingThis()
Added Acquired and Origin properties to InventoryItem
InventoryDef and Recpie IEquatable
Inventory crafting fixes
Menu tweaks
FInished conveyor unit buildings / LODs/COL/Prefabs
Cache asset references with absolute path instead of relative
Replay control mockup
Replay controls play/pause functionality
Fixed sometimes not being able to click on UI in replays
Finished off playback controls
Merge branch 'master' of SpaceUsurperUnity
Append incremental number to duplicate bone names
Calculate fbx bone transforms from skin clusters so that bind pose is correct when there's a built in animation
spas12 prop
[D11] Updated Building Decaying notice that was using the wrong translation key
adding transparent lit render pass (decal), and tweaked the render order
replaced explosion decal, removed the offset on the tile highlight/waring to avoid aliasing(offset done in the shader depth instead)
Branching this because I don't trust it yet. Bullets are also fired on the server now. Damage is also applied on server but only to static props etc.
[D11] [UI] Potential Fix for build menu getting stuck and refusing to open when you mash certain button inputs in-game.
[D11] Fixed off-centre text on Refinery loot panel
Fixed HL1 wep sounds and world models
Options menu tab stuff
Physics Gun => PHYSICS GUN
Only affects player's inventory, not spawn menu
HL1 stuff in spawnmenu
Also changed up some HL2 names & rearranged NPC weapons in order of usefulness
Fixed Half-Life 1 weapon sounds
Given all Half-Life 1 weapons 3rd person animations
Given all Half-Life 1 weapons proper world models
Gauss Gun effects work properly in 1st and 3rd person
HL1 glock can be used by HL2 NPCs
Added Half-Life 1 weapons and ammo entities to the spawn menu + icons
Changed Physics Gun to be all caps in player's inventory like it used to be
Support mobile video & adding rust mobile video
Buuuuild
[D11] Fixed off-centre text on Refinery loot panel
Should fix inventory definitions updating on server
[D11][UI]Shotgun trap changes. Added new lootpanel type for auto turret
[D11] Fix for campfires not having textures on the gib parts when destroyed
Menu doesn't use Toggle control (because Unity 2019 broke it)
Menu screen tweaks