130,356 Commits over 4,201 Days - 1.29cph!

7 Months Ago
Turned the wallpaper item into a wallpaper tool Floorpaper and ceilingpaper prefabs setup Created a few test skins
7 Months Ago
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7 Months Ago
Fix nre in debug.log
7 Months Ago
Update tiger speed values for new anims to prevent sliding
7 Months Ago
Editor-only UI convar warnings
7 Months Ago
Merge from parent
7 Months Ago
Zigg Tank UV fix Collision
7 Months Ago
Enable easter event
7 Months Ago
test wall and floor papers
7 Months Ago
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7 Months Ago
Merge from jungle_update
7 Months Ago
Merge from blowpipe
7 Months Ago
Merge from jungle_update
7 Months Ago
Scatter dart: more darts, more spread, more damage falloff, less damage.
7 Months Ago
zigg scene ivy set dressing pass - feel free to iterate on
7 Months Ago
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7 Months Ago
Anim event timing fix
7 Months Ago
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7 Months Ago
Add extra anim events to SwapAmmo. Switch blowpipe to be event driven. Setup anim events. Fix dart being visible when no ammo.
7 Months Ago
trawler ship - interiors greybox
7 Months Ago
Texture resolution change
7 Months Ago
More descriptive descriptions
7 Months Ago
jungle zigg, tank large update. -Materials -Textures
7 Months Ago
Visual bug fixes to Big Zigg
7 Months Ago
Enable server occlusion by default - Server owners can opt out of server occlusion entirely with the '-disable-server-occlusion' cmd line parameter - Server owners can opt out of baking the rock meshes into the occlusion grid with the '-disable-server-occlusion-rocks' cmd line parameter
7 Months Ago
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7 Months Ago
Subtract 118338
7 Months Ago
Adding animation content and initial set up files for the compass
7 Months Ago
Blowpipe animation updates
7 Months Ago
merge from LODs refresh - this should not require scene to prefab as it is mostly texture rebakes and re-targeting in materials - limited prefab changes
7 Months Ago
Merge from deltalerp
7 Months Ago
merge from LOD Baking tool
7 Months Ago
Added a few tooltips to the editor Added zoom modifier field to skinnable object, affects the default zoom of the camera in the workshop editor Modified bear rug as an example
7 Months Ago
Merge from main
7 Months Ago
Added server.spawnvinetrees, will skip the vine trees during proc gen unless this is enabled Needs to be set at boot, will do nothing after proc gen has processed
7 Months Ago
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
7 Months Ago
Fixed vine tree not getting randomised rotation
7 Months Ago
Improved initial rotation of vines, fixes camera snap the first time a player uses a vine
7 Months Ago
Unsaved
7 Months Ago
Replace the vine renderer with a super simple line renderer (keep the old one as a prefab, can be swapped out)
7 Months Ago
Configure lanes on client when connecting to server (previously it didn't set any lanes on client) - fixes client paste in steam networking not having a lane to send on - use same lanes the server uses
7 Months Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
7 Months Ago
Renamed canRequireAuthIfNotLocked -> canRequireAuthIfNoLock convar to erase any default value saved to true Set as unsaved
7 Months Ago
Clean fix
7 Months Ago
Rework vine spawning locations, now just spawns at a given height and radius
7 Months Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
7 Months Ago
Added the ability for ladders to require the player to look at the vine to climb it, prevents player going into ladder climbing mode if they strafe into a vine swinging tree
7 Months Ago
▋▇ ▌▍ ▅▍▋▋▄▍.
7 Months Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
7 Months Ago
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage - similar to how salvaged hammer has a separate damage list for deployables vs walls - pass in normal damage vs player damage depending on what is hit - default to normal damage if player damage is unassigned - allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided