193,473 Commits over 4,079 Days - 1.98cph!

7 Months Ago
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7 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
7 Months Ago
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7 Months Ago
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7 Months Ago
Potential fix for wolves jagged jumps
7 Months Ago
Merge from blowpipe
7 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
7 Months Ago
Refactor modifier application so I can use it elsewhere.
7 Months Ago
Merge from main
7 Months Ago
merge from main
7 Months Ago
merge from fix_crafting_queue_wrong_item
7 Months Ago
merge from planter_night_rainfall_fix
7 Months Ago
merge from launchsite_flow_fix
7 Months Ago
merge from dpv_fixes
7 Months Ago
merge to main surrendering_duck
7 Months Ago
merge from frontier_hatchet_bc_fixes
7 Months Ago
merge from hempcolor
7 Months Ago
Merge from main
7 Months Ago
Merge from thirdperson_orbit_cam
7 Months Ago
Merge from main
7 Months Ago
WIP
7 Months Ago
Fixed some duplicate arms
7 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
7 Months Ago
Backups
7 Months Ago
Merge from main
7 Months Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
7 Months Ago
Male head B rig V3
7 Months Ago
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7 Months Ago
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7 Months Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
7 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
7 Months Ago
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7 Months Ago
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7 Months Ago
Fix animals walking through crates and barrels
7 Months Ago
Fix wooden covers not carving navmesh
7 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
7 Months Ago
setting up metal shield viewmodel
7 Months Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
7 Months Ago
Activated towing on all siege weapons
7 Months Ago
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7 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
7 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
7 Months Ago
4 shot mini crossbow folder setup & basic blockout / grey box
7 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
7 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
7 Months Ago
Merge: from main Tests: none
7 Months Ago
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7 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
7 Months Ago
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