193,212 Commits over 4,049 Days - 1.99cph!
Possible fix for floating players after vine tree is destroyed
Update X marker data for vine tree, much more accurate now thanks to new colliders
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations
Adjusted the collider of the stump to prevent players being stuck in them
Stop descending before hitting a vehicle
Add distance checks to vine interactions
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
Fixed climb interact option appearing when mounted to a vine
More obvious difference between medium and high state of charge on battery PFX.
Mild polish on the programmer art electric wire flow overlay.
Additional kapok tree variants / prefabs / colliders
Tweaked Kapok_a colllider
merge from outbreak_outfit -> jungle_update
lerp underwater scattering changes + refactor
also fix misspelled material parameter in lake/river/moonpool shaders
- added camera bone to arms only rig, enabling camera animation to be played during gestures
- setup camera animation on dlc gesture
- edits to 1p and 3p gesture anim length
Fixed missing model for npc_citizen in Hammer (FGD)
SMG1 ejects rifle shells, not pistol ones
Eliminate some branch differences
Eliminate more branch differences with x86-64
Eliminate more branch differences with x86-64 again
Merge some crashy fix from CS:GO to do with flex verts
Eliminate some branch differences
Eliminate more branch differences with main
Fixed missing model for npc_citizen in Hammer (FGD)
SMG1 ejects rifle shells, not pistol ones
IO wire color value overhaul.
No longer break PBR rules by having pitch black albedo or 255'd colors etc.
Updated the base albedo and normal map.
Looks better.
1st pass view model camera animations for a selection of weapons (deploy, admire and reload only)
switched splat writing to iterate heightmap delta and write splat with normalized coords
- much better results, but needs jobifying as it's much slower
Updating coconut armour view model arms fbx
3p vine swing anim first pass exported
3p throwing and waiting to catch boomerang animations
Added cool emissive mat variant
Tweaked textures
More wip, smoother movement
erosion texture fixes
- use proper splat types
- rebalanced splat values to use exponents
- don't splat monuments
Roof and triangle roof LOS tweaks
Triangle floor and triangle foundation tweaks
Fixed transparency issues on the vine viewmodel
S2P Launch Site
- Adjust terrain collision trigger volumes in launch site, fixing noclip violations around pipes
Have tiger finish off downed players instead of leaving them to die slowly
S2P jungle ruins - to refresh latest collider changes
Updating skinning for coconut armour
Some tweak and fixes
Added new los pos to all building blocks
Rehooked up missing col mesh from ruin piece
Do not output ASCII control characters for color_white
This is useful for exactly 1 person in the world
Handle BaseTexture2 for impact particles on displacements
Do not write variables at default value to config.cfg
Guard against clients without new functions for DButton
Fixed compile errors due to branch differences
Mention that sv_no_ain_files should be set before map load
Handle missing cache file a bit better
Remove cl_showpluginmessages
Fix compile error
Actually remove cl_showpluginmessages
Fix crash with NPCs doing scripted sequences
Remove test_entity_blocker concommand
No reason to have it
Try and return to the player rather than the starting spawn location
Asset usage in Model Picker (Hammer)
Ported feature from CS:GO, also fixes the model list not scrolling to selection after opened for the first time (since the picker is recreated every time now)
Dedicated server workshop improvements
* Cache addon list on success
* On failure to connect to Steam, try to load addons from cache (this is kinda hacky)
* Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently.