156,469 Commits over 4,536 Days - 1.44cph!

4 Months Ago
Added support for the shadow filtering dev convar in RRP
4 Months Ago
Update: StringView now allows construction from null strings - expanded unit tests This brings it closer to ReadOnlySpan semantics. Tests: some unit tests failing, will investigate later
4 Months Ago
- Fixed the shadow filtering on the lowest shadow preset on RRP - Updated the RRP directional shadow bias to be closer to Unity's BiRP implementation - Updated the RRP asset to add the warning for editing it during play mode
4 Months Ago
Fix buttons always showing as red at lower LOD
4 Months Ago
merge from main
4 Months Ago
Merge from shelves_fixes
4 Months Ago
Slightly tweaked area check positions
4 Months Ago
industrial decor pack square steam images on sitem (just missing torch)
4 Months Ago
merge from bowless_crossbow
4 Months Ago
bowless crossbow steam icon and steam images of sitem
4 Months Ago
M16 higher burst fire rate
4 Months Ago
Shotgun and item updates
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
updated LOD3 of industrial large furnace, standardisation pass between the two large furnaces
4 Months Ago
Industrial Storage - updated icon
4 Months Ago
merge from m16a2
4 Months Ago
merge from discord_plushie (fixes)
4 Months Ago
Industrial Storage - adjusted bottom piece on vertical barrel
4 Months Ago
Merge: from tovector3_parse_format_fix - Bugfix: fixes ToVector3 parsing bugs for various spacing configurations of Vec3, added unit tests to cover it Tests: ran unit tests, checked F3 modes camera offset is correct and spawned entities appear where expecte
4 Months Ago
Bugfix: StringView.ToVector3 - trim off both whitespaces and , Tests: StringView and Command unit tests pass
4 Months Ago
Update: add a couple more test cases to ToVector3 unit test Tests: still fails, as expected
4 Months Ago
New: add Facepunch.UnityEngine.Tests assembly - added StringView.ToVector3 unit test Currently fails, as reported Tests: ran unit test, fails as expected
4 Months Ago
Support multiple inventories being added to the reclaim contents
4 Months Ago
Merge: from main
4 Months Ago
Added support for taking over a shop if you can pay twice the fee
4 Months Ago
Compile fixes
4 Months Ago
First pass on rentable shop ownership prompt
4 Months Ago
Added support for hunting trophies to store the skin of clothing items
4 Months Ago
Merge from main
4 Months Ago
Better fix for player restting to standing, always set state to sitting if poseType is set to true
4 Months Ago
m16 sounds
4 Months Ago
Improve realtime hole updates in editor Fix issues with commandbuffers not being recreated when toggling enabled
4 Months Ago
Fixed player sometimes reverting to standing briefly when rapidly cycling through items while mounted to something
4 Months Ago
Don't apply if we have an active clothing offset
4 Months Ago
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
4 Months Ago
Applied a very small offset to the holster position (0.03f on y) for guns mounted on the back if the player is female
4 Months Ago
Fix ballistic and BDU clothing missing from conveyor filters
4 Months Ago
Updated prop renderer transforms for workshop gloves
4 Months Ago
deleted blockout mesh in folder
4 Months Ago
1p and 3p attachment positional updates
4 Months Ago
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4 Months Ago
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4 Months Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
4 Months Ago
Fixed egg suit's wrong orientation in paint mode
4 Months Ago
Fix electric furnace reskin not preserving attached storage adaptors Re-enable PreserveChildrenWhenReskinning but manually kill the child io entity so it gets recreated
4 Months Ago
Fix a IOEntity.Reskin_Restore NRE when reskinning to paintable window
4 Months Ago
Converted ceiling light, smart switch, fuse
4 Months Ago
merge from main
4 Months Ago
Fixed VBSP not being able to "render" LightmappedGeneric_4WayBlend Hammer tweaks & fixes * Prevent spam about missing $spriteFrame * Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material * Make env_sprite placeholder box different color from env_sprite_clientside * Sprite helpers inherit entity color, so env_sprite's show correct color Fixed Hammer carve wiping all overlay faces, even if they are not carved * Also fixed undo breaking info_decal preview (NOT OVERLAYS!!!)