191,800 Commits over 4,049 Days - 1.97cph!

23 Days Ago
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
23 Days Ago
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23 Days Ago
fixed material setup on security gate
23 Days Ago
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23 Days Ago
added effects game object in prefab copied similar lights from duo sub and tweaked values
23 Days Ago
cant save thrown boomerang
23 Days Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
23 Days Ago
Rover Sub LODs, Col, and GIBs materials and textures setup propellers individually to be controlled via code
23 Days Ago
Updated hide pants and hide shirt material dirt layer
23 Days Ago
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
23 Days Ago
Boomerang wm fix
23 Days Ago
Refreshed LODs with the new lod baking tool, a first pass
23 Days Ago
Update: adding throw away tests to investigate how I cuased a native crash yesterday So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from. Tests: ran the hacky unit test
23 Days Ago
Merge from env_volume_performance_testing
23 Days Ago
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
23 Days Ago
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23 Days Ago
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23 Days Ago
Animation updates for boomerang viewmodel content
23 Days Ago
Desal tanks texture update
23 Days Ago
Desal tank LODS and prefab update.
23 Days Ago
Fixed bug causing has thrown not to be reset properly (clientside)
23 Days Ago
merge from banners
23 Days Ago
Double max placement distance for wall mounted hanging banner, no need to build annoying scaffolding for placement - https://files.facepunch.com/Alistair/121/03/2025/4p71/Unity_YR5BwCX2Mx.png Pole banner max placement increased Pole banner can now be rotated before placement Pole banner can now be placed on construction
23 Days Ago
Route catch through RPC rather than flags to reduce the back and forth
23 Days Ago
security gate bug fixes
23 Days Ago
merge from main
23 Days Ago
Fixed hammer model scale preview scaling bones multiple times Unhide sv_hl2mp_weapon/item_respawn_time Also made mp_weaponstay work for map spawned entities Added prop_disable_distance_fade to console switches Also made cheat convars be disabled if sv_cheats=0 HTTP calls the fail function with -disablehttp Fixed ep2 props overriding hl2 content unintentionally Updated a bunch of HL2 map icons To better represent the areas on them/be more recognizable and less dark Touch up episodic icons as well Added missing TF2 map icons console quick switch adjustments Having cheat cvars be disabled is annoying, since they still work in singleplayer Also just remove prop_disable_distance_fade from this, as I don't feel like it belongs Fixed infinite loop with removing world decals Remove cl_customsounds
23 Days Ago
Fixed hammer model scale preview scaling bones multiple times Unhide sv_hl2mp_weapon/item_respawn_time Also made mp_weaponstay work for map spawned entities Added prop_disable_distance_fade to console switches Also made cheat convars be disabled if sv_cheats=0 HTTP calls the fail function with -disablehttp Fixed ep2 props overriding hl2 content unintentionally Updated a bunch of HL2 map icons To better represent the areas on them/be more recognizable and less dark Touch up episodic icons as well Added missing TF2 map icons console quick switch adjustments Having cheat cvars be disabled is annoying, since they still work in singleplayer Also just remove prop_disable_distance_fade from this, as I don't feel like it belongs Fixed infinite loop with removing world decals Remove cl_customsounds
23 Days Ago
Remove cl_customsounds
23 Days Ago
Desal Update
23 Days Ago
Manifest
23 Days Ago
Merge from jungle_update
23 Days Ago
Tweak croc belly flop tracking, attack rhythm, turns
23 Days Ago
Merge from snakes
23 Days Ago
Merge from blowpipe
23 Days Ago
merge from fix_item_load_nre_check
23 Days Ago
merge from incapacitated_respawn
23 Days Ago
merge from max_health_fix
23 Days Ago
merge from commandline_args_overrule_cfg
23 Days Ago
merge from retroTC_save_fix
23 Days Ago
Fix croc letting you go in its back too easily
23 Days Ago
fix NRE crash on killing snake (ragdoll not setup properly yet)
23 Days Ago
Add some base damage to radiation dart. Increse all dart damages. Scatter dart spread changes.
23 Days Ago
Update admire animation and reset/reassign bones in viewmodel
23 Days Ago
Merge from jungle_update
23 Days Ago
Fix wood barricade double not carving navmesh
23 Days Ago
Fix croc not interrupting intimidation when player is very close
23 Days Ago
Updated Water Treatment Tank Model to include LODS