Jake
@Jake02320937
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Joined March 2018
merge from genetic_sell_clamp_2 - alistair on main
commits.facepunch.com
merge from genetic_sell_clamp_2
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Post std-backend "Core/Generic" tweaks + removed unnecessary passes - diogo on main/shader-improvements
commits.facepunch.com
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
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Reduced micro-occlusion range from 3% to 2% + pre-calc - diogo on main/shader-improvements
commits.facepunch.com
Reduced micro-occlusion range from 3% to 2% + pre-calc
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Transmission nomenclature - diogo on main/shader-improvements
commits.facepunch.com
Transmission nomenclature
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merge from main -> keybind_system - jake on main/keybind_system
commits.facepunch.com
merge from main -> keybind_system
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fixed triangle foundation and floors stairs sockets being offset VS square blocks - paroxum on main/building_skins_3
commits.facepunch.com
fixed triangle foundation and floors stairs sockets being offset VS square blocks
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added DeployableIgnore layer to SC skin stairs landings - paroxum on main/building_skins_3
commits.facepunch.com
added DeployableIgnore layer to SC skin stairs landings
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fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$% - paroxum on main/building_skins_3
commits.facepunch.com
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
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merge from main - alistair on experimental
commits.facepunch.com
A list of commits made by our developers to our Source Control Repositories
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merge from vending_debris_fix - alistair on main
commits.facepunch.com
merge from vending_debris_fix
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Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces - paroxum on main/building_skins_3
commits.facepunch.com
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
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merge from streamer_mode_skull - alistair on main
commits.facepunch.com
merge from streamer_mode_skull
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merge from creation gibs - paroxum on main/building_skins_3
commits.facepunch.com
merge from creation gibs
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merge from autoset_testrun - adam on main/weapon_racks
commits.facepunch.com
merge from autoset_testrun
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test run of autoset on 64 weapons - adam on main/weapon_racks/autoset_testrun
commits.facepunch.com
test run of autoset on 64 weapons
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Run Apply before Set to recreate any peg setup betfore we save it. - adam on main/weapon_racks
commits.facepunch.com
Run Apply before Set to recreate any peg setup betfore we save it.
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Autoset editor script now spawns items maintaining their prefab links and applies the changes to prefabs. Increment loop count so the progress bar actually progresses.... - adam on main/weapon_racks
commits.facepunch.com
Autoset editor script now spawns items maintaining their prefab links and applies the changes to prefabs. Increment loop count so the progress bar actually progresses....
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creation gibs overrides and some adobe creation gibs polish - paroxum on main/creation_gibs
commits.facepunch.com
creation gibs overrides and some adobe creation gibs polish
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Added WeaponRackBatchAutoSet script to automatically config all weapons at once - adam on main/weapon_racks
commits.facepunch.com
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
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added specific destruct gibs for top tier foundation wall - paroxum on main/creation_gibs
commits.facepunch.com
added specific destruct gibs for top tier foundation wall
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