194,336 Commits over 4,079 Days - 1.99cph!

11 Months Ago
Motorbike pitch stability edit
11 Months Ago
Merge main -> Bikes
11 Months Ago
emissive tweaks for lods, reversed indicators so they function like real ones (off default) , tweaks to lodding values especially turrets
11 Months Ago
Manually revert creeping_tree prefabs
11 Months Ago
Cherrypick cs 100113 (skip RendererLOD for BiomeVisuals2)
11 Months Ago
Subtract first merge from biome_visuals_2
11 Months Ago
Reconvert prefabs excluding RendererLOD
11 Months Ago
Cherrypick moss prefabs
11 Months Ago
Skip RendererLOD for now
11 Months Ago
Cherrypick 100111 (BiomeVisuals2 RendererLOD fix)
11 Months Ago
Fix RendererLOD not having it's settings copied over by BiomeVisuals2
11 Months Ago
Merge from main -> biome_visuals_2
11 Months Ago
Merge from fix_barricade_subway_entrance -> main
11 Months Ago
Fixed "not in terrain" error phrase accidently defaulting to "Can't Place On Monument" - only affected phrases when generated, didn't affect the ingame messages (yet) Move a few more error phrases to the ConstructionErrors class
11 Months Ago
Fix subway entrance prefabs not having `PreventBuildingMonumentTag` as they aren't apart of the S2P system that all other monuments are - should fix them not being placeable outside of subway entrances
11 Months Ago
Merge from main -> fix_barricade_subway_entrance
11 Months Ago
merge from editor_count_components -> main
11 Months Ago
Added right click menu option `Stats/Component Count` - print the number of each type of component of the selected GameObject - if multiple objects are selected, prints the amount per object
11 Months Ago
Hide hooded player map position from team members
11 Months Ago
handcuff sounds set correct inventory handling sounds on prisoner hood
11 Months Ago
Collision FX. Color space fix on med explosion texture. (Unrelated)
11 Months Ago
merge from simulate_compile_errors -> main
11 Months Ago
Added `Switch/Test Compile Errors` menu option - will run parallel dotnet build in background in CLIENT and SERVER mode even if you are in CLIENT + SERVER - will output whether the build succeeded or failed (and include the errors) - only runs on windows atm
11 Months Ago
Damage effects for motorbikes. Road FX tweaks.
11 Months Ago
bike & motorbike sounds
11 Months Ago
Don't create a death marker
11 Months Ago
Milder throttle exhaust. Will get more pronounced with damage.
11 Months Ago
Merge Travelling Vendor -> Main (yet again!)
11 Months Ago
Added client check for editor script
11 Months Ago
Travelling Vendor -> Main
11 Months Ago
Fixing compile error
11 Months Ago
Merge Travelling Vendor -> Main
11 Months Ago
Fixed override steering bug Increased time between pullovers
11 Months Ago
remove ambient sound from travelling vendor vending machines
11 Months Ago
Fix hot air balloon immediately deflating after server transfers
11 Months Ago
Fix player's parent incorrectly being removed in BasePlayer.EndSleeping
11 Months Ago
Damage WIP
11 Months Ago
Greatly improved the performance of vendor position pull over collider check
11 Months Ago
Merge from runtime_profiling_update_markers -> main
11 Months Ago
Simplify StartOfFrameHook as the first of FixedUpdate() or Update() Rename "CPU" in perf 6 -> "SCRIPTS" Estimate time taken to measure Physics.Update() - time taken between `FixedUpdate()` and `yield WaitForFixedUpdate` - include physics update time in server runtime profiler - add to perf 8 alongside FixedUpdate ms
11 Months Ago
Wallpaper pickable using a hammer
11 Months Ago
Drive for a bit before switching off indicators Removed another sphere
11 Months Ago
Fixed unset indicators on pull off
11 Months Ago
Fixed another bug with hazards Commented out debug spheres
11 Months Ago
Reduced serverside max steer angle to a more realistic maximum Swapped right indicator use flags that are actually free Setup hazard lights on pull over Prevent explosives from being able to be placed on the vendor Fixed issues with right indicator
11 Months Ago
Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
11 Months Ago
Merge from runtime_profiling_update_markers -> main
11 Months Ago
Add script execution time for Update(), LateUpdate() and FixedUpdate()
11 Months Ago
Added wallpaper conditional models to all stones building block prefabs
11 Months Ago
Damaging wall removes attached wallpaper (only one hit atm)