141,267 Commits over 4,352 Days - 1.35cph!

1 Year Ago
Replace the vine renderer with a super simple line renderer (keep the old one as a prefab, can be swapped out)
1 Year 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
1 Year Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
1 Year Ago
Renamed canRequireAuthIfNotLocked -> canRequireAuthIfNoLock convar to erase any default value saved to true Set as unsaved
1 Year Ago
Clean fix
1 Year Ago
Rework vine spawning locations, now just spawns at a given height and radius
1 Year Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
1 Year 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
1 Year Ago
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1 Year Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
1 Year 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
1 Year Ago
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1 Year Ago
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1 Year Ago
canRequireAuthIfNotLocked convar default to false
1 Year Ago
Feedback changes to piper nigrum kit
1 Year Ago
Baseline
1 Year Ago
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1 Year Ago
bee_analytics_fix -> main
1 Year Ago
Cleanup
1 Year Ago
merge from obsidianknife_setup
1 Year Ago
merge from jungle_update
1 Year Ago
fixed mesh in projectile
1 Year Ago
MaxDelta lerp speed test
1 Year Ago
jungle number decals
1 Year Ago
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1 Year Ago
obsidian bone knife prefab setup and skin setup
1 Year Ago
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
1 Year Ago
Convert PlayerExplosion damage -> Explosion damage when players are attacked - functions as "player specific explosion damage" while keeping normal explosion resistances of armor Scale PlayerExplosion damage to zero for all other entities (so PlayerExplosion doesn't anything other than players)
1 Year Ago
All ProtectionProperties get reserialized after adding new damage type
1 Year Ago
Add "PlayerExplosion" damage type
1 Year Ago
Add `setwornarmorslots` command to change the amount of armor insert slots your worn armor has - default to setting all worn items to max slots, can provide number after
1 Year Ago
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1 Year Ago
Improve player head angle (yaw) when in vehicles Fix the neck snapping when looking backwards from left to right, fix 90 degree offset in prisoner pod
1 Year Ago
- Compile Errors - Codegen
1 Year Ago
Attempted fix for bee analytics not working clientside
1 Year Ago
Instead of relying on path failed event, rely on states failing
1 Year Ago
Fix tiger not moving when spawning in water bodies (even though they shouldn't naturally)
1 Year Ago
Fix tonemap system not getting new controller on map cleanup Fix a potential issue with game.CleanUpMap Improvements for util.TableToJson * Throw hatlng errors at all times (instead of non halting ones) * Clear any parsed data before throwing Lua errors, because the Lua errors prevent destructors from running Added "Inflictor" to Bullet structure Affects Entity.FireBullets and the bullet hooks. Inflictor sets the weapon that the damage should be credited to. Attacker being the entity that dealt the damage, i.e. a player Fixed sv_max_usercmd_move_magnitude breaking some mods Panel:PaintAt will touch Z pos only if there are any 0 values
1 Year Ago
Update: adding HandleIgnoreTerrain that works on a batch of positions - also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere Tests: ran unit tests
1 Year Ago
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1 Year Ago
swapping to using aimingHeld when changing to and from ADS
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Merge from parent
1 Year Ago
Merge from parent
1 Year Ago
wip backup
1 Year Ago
Anim debugging
1 Year Ago
Fixed RPC error when attempting to reskin high wall blocked by something (cherry picked from 118231)
1 Year Ago
Updating out break scientist skinning
1 Year Ago
Animation updates to blowpipe viewmodel content