125,010 Commits over 4,171 Days - 1.25cph!

59 Days Ago
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
59 Days Ago
Skip loading monument prefabs for non-procedural maps
59 Days Ago
Remove another redundant mesh collider on ice sculpture
59 Days Ago
Fixed skin viewer sun orientation
59 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
59 Days Ago
Fix issues canceling loading into servers Fix scene lists duplicate entries in AssetSceneManifest at runtime Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
59 Days Ago
Made sails easier to interact with.
59 Days Ago
Removed TSSAA post effect from the skin viewer, breaks it Fixed nre when opening frog boots
59 Days Ago
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
59 Days Ago
WIP on lighting settings for workshop screenshots
59 Days Ago
Fixed right clicking while dragging a gesture breaking everything
59 Days Ago
Gesture reset button styling
59 Days Ago
Centered gesture wheel Fix soft mask fading bottom items
59 Days Ago
Fixed gesture menu not showing up + an nre when dragging empty widgets
59 Days Ago
Load skin viewer in a prefab rather than using a scene Removed the sky from the scene, not needed
59 Days Ago
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
59 Days Ago
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Rin
59 Days Ago
Removed duplicate gibbable script
59 Days Ago
Fix more meshes missing R/W
59 Days Ago
Fix scientist shotgun reload sounds
59 Days Ago
Fixed some legacy skins not loading
59 Days Ago
Fix heavies walking into players
59 Days Ago
Consistent drag controls regardless of framerate
59 Days Ago
Fix shotgun location in hand
59 Days Ago
Add support for adding byte[] fields to analytics events - serialized as Base64 string
59 Days Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
59 Days Ago
Fixed store extra items not working for untagged old items
59 Days Ago
Skin viewer: sleeping bag, SAP, revolver and python
59 Days Ago
Minor cleanups from main
59 Days Ago
Fixed gmad/gmpublish looking for steamapi in wrong dirs
59 Days Ago
Removing apparent leftovers of novint stuff in inputsystem More projects build for win64 Moving internal steamapi lib locations on windows to match x86-64
59 Days Ago
Fixed old skins not loading
59 Days Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
59 Days Ago
Ensure hit entity isnt null first
59 Days Ago
Subtract 125654 breaks the whole game
59 Days Ago
merge from /main/nametag_clipping_fix
59 Days Ago
Add a null check to query vis job runner to prevent crashes on disconnect.
59 Days Ago
Add editor preference setting to generate Client and Server project files. Edit -> Preferences -> Facepunch -> Project Generation
59 Days Ago
merge from main
59 Days Ago
Skin viewer: wellipets hat, rocket launchers, bandana
59 Days Ago
tugboat_rug_fix -> main
59 Days Ago
Prevent deploables placed ontop of rugs on tugboats from parenting to the rug. Ensure they parent to the boat instead
59 Days Ago
Fixed bag opening modal nre
59 Days Ago
Skin viewer: Added and tweaked riot helmet, coffee can helmet, miner hat, facemask, metal chestplate, horse and chicken costume
59 Days Ago
Updated blend material on rugs
59 Days Ago
Cleanups from main Fixed Hacked Rollermine not respecting ignore players flag Fixed env_fog_controller.SetColorHDR not working due to extra space char Fixed that one HL2 map having weird fog when coming out of the tunnel Ship Episode 2 override of barricade001a.mdl with fixed physics mesh kickid supports SteamID64 Reduce CEF logging severity to default (from verbose) Minor cleanup Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now Increase physgun_maxrange maximum value to 32k Fixed a crash with CLuaInterface::IsType
59 Days Ago
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59 Days Ago
Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change
59 Days Ago
Premium modal styling updates
59 Days Ago
Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene