125,563 Commits over 4,171 Days - 1.25cph!

10 Months Ago
Fix compile error in none.
10 Months Ago
Remove some randomly added Usings
10 Months Ago
Remove redundant check
10 Months Ago
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
10 Months Ago
Additional checks
10 Months Ago
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10 Months Ago
Ice shader tessellation with phong and bezier smoothing options
10 Months Ago
Merge from main (keeping main changes to external wall prefabs)
10 Months Ago
Don't show on default 5.56
10 Months Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
10 Months Ago
Merge from oxygen_qol_tweaks
10 Months Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
10 Months Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
10 Months Ago
Merge from main
10 Months Ago
Merge from launcher reload bug
10 Months Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
10 Months Ago
Merge from modding_prefabs
10 Months Ago
Added new greybox scene containing all cube prefabs (for testing)
10 Months Ago
Backlog of unsaved mapping/modding prefabs: - More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster - Cold and heat volume variants (low, med, high) - Toxic/radiation water cube + cylinder prefabs - Admin spawnable invisible 3x3 cube + wall - Static fire prefabs (looping) - Static xmas light string prefab - Static spraycan decals - Birthday cake prefabs - Invisible static PressButton
10 Months Ago
Merge from main
10 Months Ago
forgot a file
10 Months Ago
move clouds to branch off main - clouds can cast approximate shadows on world - add exposure/contrast parameters - add dedicated configuration for coverage worley - adjust atmospheric haze mie scattering
10 Months Ago
Setup default text
10 Months Ago
- Got recent transactions displaying - Fixed index
10 Months Ago
main -> vendingmachine_transaction_history
10 Months Ago
radiation_cube_support -> main
10 Months Ago
Removed logs
10 Months Ago
- Code cleanup - Minor bugfixes - Reserialised sprinkler
10 Months Ago
Female skinset setup
10 Months Ago
Cherrypick menu loading screen change
10 Months Ago
Cherrypick code changes from queue_improvements onto new branch
10 Months Ago
player preview fixes
10 Months Ago
Fix compile error by adding missing namespace
10 Months Ago
Delete .private files
10 Months Ago
Undo the subtract
10 Months Ago
Update: change indent_style to 4 spaces Tests: regenerated projects and tabbed a couple times - it's spaces
10 Months Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
10 Months Ago
merge from main
10 Months Ago
Use spine3 twice in spinebone list (temp solution for spineIK errors)
10 Months Ago
better gibs and saved better icon position
10 Months Ago
player_model prefab work
10 Months Ago
Remove now uneeded sound defs.
10 Months Ago
Fix double ifdef
10 Months Ago
Refactor to remove duplication.
10 Months Ago
Effects
10 Months Ago
More minor cleanups Check allocated edict count before allocating more this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
10 Months Ago
Show building blocked message in upgrade menu.
10 Months Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
10 Months Ago
merge ice_sculpture -> main
10 Months Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered