195,819 Commits over 4,110 Days - 1.99cph!

24 Days Ago
bee_spawnrate_reduction -> main
24 Days Ago
Missed oak_e... Lives in a different folder
24 Days Ago
Add Flash [ON]/[OFF] display to camera UI Control flash with standard F light on/off Wider flash Created a new bulb icon (light one)
24 Days Ago
Merge from main
24 Days Ago
24 Days Ago
Merge from lr_deploy_speedup
24 Days Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
24 Days Ago
Merge from main
24 Days Ago
Merge from tea_time
24 Days Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
24 Days Ago
Merge from main
25 Days Ago
Add Buttons.DirectionalDrop, hold to use directional dropping.
25 Days Ago
Correctly include any inherited drop velocity, and the original velocity variance
25 Days Ago
Some more rough wip changes, some cleanup and sever side validation
25 Days Ago
Climate & post for remaining biomes.
25 Days Ago
Item set view model anim updates and added missing .viewmodel content
25 Days Ago
Added and updated more floor wallpaper materials for testing
25 Days Ago
Minor cleanups Queue lua_error_url messages until SteamHTTP is available Make Lua print() and error() colors the same Compile warning fixes Update Metrocop player model to have a valid shadow LOD Do not render dragndrop overlay when UI mouse input is not active A bit of a bandaid fix, but it works. Minor cleanups FPS independent CUserCmd:GetMouseY/X on server Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity") Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value. This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS.
25 Days Ago
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25 Days Ago
merge from vehicle_trigger_damage_fixes
25 Days Ago
missing prefab
25 Days Ago
Network flash effect Minor prefab changes
25 Days Ago
configured LootContainer damage for modular cars and bikes
25 Days Ago
tier 3 boat steering wheel blockout
25 Days Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
25 Days Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
25 Days Ago
Added a usable flash to the instant camera
Rin
25 Days Ago
Fixed Oil filter world model outline using Soda can Adjusted worldmodel collider
25 Days Ago
Shotgun & bow view model anim updates and added missing .viewmodel content
25 Days Ago
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25 Days Ago
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25 Days Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes
25 Days Ago
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25 Days Ago
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25 Days Ago
merge from main
25 Days Ago
merge from building_los_fix
25 Days Ago
Added new LOS check positions for floor frame and floor triangle frame
25 Days Ago
merge from main
25 Days Ago
merge from hbhf_adjustablerange
25 Days Ago
Code cleanup, formatting
25 Days Ago
Can now adjust HBHF sensor range, similar UI to the seismic sensor Max range unchanged
25 Days Ago
Male lods
25 Days Ago
Fixed techtree position of Handmade SMG after adding silencer
25 Days Ago
Merge from emoji_player_lookup_fix
25 Days Ago
Fixed a pointless player lookup in emoji ownership check
25 Days Ago
Merge from industrial_crafter_5_slot
25 Days Ago
Added a 5th input slot to the industrial crafter to allow high external wall crafting
25 Days Ago
large sail blockout update
25 Days Ago
phrases