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

60 Days Ago
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
2 Months Ago
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
2 Months Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
2 Months Ago
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
2 Months Ago
Merge from main
2 Months Ago
Fix OSX compile error
2 Months Ago
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
2 Months Ago
func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Fix Alyx playermodel coloring covering some wrong areas Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes
2 Months Ago
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2 Months Ago
merge from main/naval_update
2 Months Ago
HorseMask setup
2 Months Ago
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2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_missions
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
2 Months Ago
6 million microadjustments to the sky/weather to compensate for the black crush fix.
2 Months Ago
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
2 Months Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
2 Months Ago
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
2 Months Ago
Fixing more rotational errors
2 Months Ago
Fixing rotational errors for gesture anims
2 Months Ago
talking animation polish pass
2 Months Ago
Merge: from main
2 Months Ago
pt boat engine audio loop tweaks
2 Months Ago
Fix issues with clearing missions when resetting player state
2 Months Ago
Another attempt at fixing npcs going through tropical ruins doors
2 Months Ago
merge back updated tropical1
2 Months Ago
Adding v4 fall anim
2 Months Ago
Added additional data to the shadow preset performance results
2 Months Ago
fix balloon LOD not dynamic (text disappearing on boats)
2 Months Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
2 Months Ago
3p handcuff captive holdtype override controller and anims updated
2 Months Ago
Adding v4 door kick anim
2 Months Ago
Rebake trop1
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
Adding mixamo to v4 anim transfers
2 Months Ago
Fix some traces not being added in the correct category of the npc visual debugger
2 Months Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
2 Months Ago
Codegen
2 Months Ago
Bugfix: unparent player if running leavedeepsea This fixes player waking up in random location, potentially being killed for going out of bounds Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
2 Months Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
2 Months Ago
merge from main -> mortar_prototype
2 Months Ago
added new pickup sound for coconut
2 Months Ago
Skip food detection on scientists
2 Months Ago
Shader preset balancing pass
2 Months Ago
Subtract 141985 (merge from client_parenting_callback_fix)
2 Months Ago
Merge from naval_update