130,527 Commits over 4,232 Days - 1.29cph!

10 Months Ago
Mini crossbow can now be used with shields
10 Months Ago
Don't process the shield arm on the vm for the first couple of frames, fixes some strange camera snapping when switching between some weapons
10 Months Ago
Update knight armour vest with new id to fix conflict (10287)
10 Months Ago
Changed Snake mask from 10241 to 10284 to not conflict with the wellipets
10 Months Ago
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10 Months Ago
massively reduce lunar_new_year_wall_frame trim texture (2048x2048 to 1024x512) and remapped uvs accordingly, reexported all meshes
10 Months Ago
Armor items can now have a randomised number of insert slots on creation. Set the range to 0-3.
10 Months Ago
Impact iteration
10 Months Ago
Updated Lunar new year mask textures
10 Months Ago
Cant build siege weapon constructables when intersecting with a vehicle
10 Months Ago
Can build siege weapons on roads
10 Months Ago
Make Siege Tower doors actually physical (helps prevent glitching with pushing the doors through the wall and then closing them on people)
10 Months Ago
Merge from main
10 Months Ago
Siege Tower: - Fixed middle door not getting closing notifications - Doors now dont auto close on closing, only opening
10 Months Ago
Horses client side optimizations
10 Months Ago
Can open top siege tower door even if you are close to it
10 Months Ago
Added "starlayers" to env_skypaint in the FGD Also mention the skybox texture name requirement in the description.
10 Months Ago
Enable sv_parallel_sendsnapshot by default. Display a warning when async file read operation tries to read OOB Prevent .ani files from loading if they would crash the game i.e. if the .ani file does not match the model it supposedly is for Remove debug code from C_BaseFlex::SetupWeights CTriggerWateryDeath applies correct inflictor/attacker Damage scaling based on skill convar only happens from NPC damage in GMod Merge Pull Request More spawnmenu localizations Remove redundant category for npc_tf2_ghost Merge Pull Reqeust Use an already existing local variable in toolgun HUD, instead of re-retrieving mode
10 Months Ago
Missing beam LODs
10 Months Ago
exported updated vm mini crossbow reload anims
10 Months Ago
Redoing splintered parts of ruin beam kit. Beam kit LODs WIP
10 Months Ago
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10 Months Ago
marketing assets
10 Months Ago
Fixed horse idle breaks not playing anymore Tweaked sliding legs when playing idle_1
10 Months Ago
Horse decay
10 Months Ago
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10 Months Ago
Asbestos armor insert
10 Months Ago
Increased top ladder trigger volume on Siege Tower
10 Months Ago
Fix flickering artifacts when deploying the bow, legacy bow, crossbow or compound bow
10 Months Ago
10 Months Ago
Grammar fixes
10 Months Ago
10 Months Ago
Make scopes less of a big deal FOV wise on the mini crossbow
10 Months Ago
4ShotMiniCrossbow -> primitive
10 Months Ago
primitive -> 4ShotMiniCrossbow
10 Months Ago
Add `simulate_loot` command to test what loot will come out of a loot container - picks the closest loot container - default runs 100 times, can increase to 10k times
10 Months Ago
Fix shadow cascades tooltip
10 Months Ago
Updated lunar new year mask textures Updated lunar new year mask material Added albedo and metallic textures
10 Months Ago
Fixed horses stuck in sliding state Increased max slope angle
10 Months Ago
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10 Months Ago
Second pass/redo of broken wood trims and atlas. Redone all wood parts of floor kit. Other feedback and fixes. Still WIP
10 Months Ago
Update: DemoServer - Isolated all client demo logic into it's own player This is prep for full server demo support. Tests: played back a short craggy demo - it went through the entire thing without issues. Tried without demo - it started as expected
10 Months Ago
Removed Vehicle Detailed colliders from the horses, use AI layer instead LegsAnimator detects Vehicle Detailed colliders
10 Months Ago
exported tiger animations and rig
10 Months Ago
Buildfix: removing unused variable Tests: editor compile
10 Months Ago
Merge: from profiling_improvements Further exclude small methods/utility classes that are fast 95% of the time. Tests: Took a snapshot on a defualt ProcGen map in Editor(Client+Server). ~13% uncompressed json reduction.
10 Months Ago
Update: more profiling exclusions - Don't track NetRead and NetWrite - Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool - Don't track EntityRef - Don't track all Enumerators (previously only Facepunch's was excluded) - Don't track all GetHashCode - Don't track TimeWarning (debug-only calls, but can be frequent) Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
10 Months Ago
Tweaked horse player collider height
10 Months Ago
Merge: from main Tests: none
10 Months Ago
Update: DemoServer - ripping out fixed timestep logic After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues. Tests: none, simple change