252,147 Commits over 3,959 Days - 2.65cph!

7 Months Ago
Prefab backup
7 Months Ago
Improve scoring system UI, add scrolling number component that we can use in other places if we wish
7 Months Ago
Volumetric fog benchmark
7 Months Ago
terrain.benchmark updates
7 Months Ago
Pottedplant.mat using Rust/Std transmission instead of Foliage. Looked broken and wasn't using wind features anyway.
7 Months Ago
Initial scoring hud
7 Months Ago
Fix a couple of NREs
7 Months Ago
Fix navmesh usage before initialized
7 Months Ago
Merge from hood_and_cuffs
7 Months Ago
Move trace solve to cast callback so everything can use it
7 Months Ago
Navmesh test
7 Months Ago
Merge from force_mount_opt_out
7 Months Ago
merge from admin_panel_fix
7 Months Ago
Merge from surrender_gesture_warning
7 Months Ago
merge from improve_underwater_dropped_items
7 Months Ago
Merge from main
7 Months Ago
merge from conversation_canceldistance
7 Months Ago
merge from firemode_improvements
7 Months Ago
merge from aug_2024_meshlod
7 Months Ago
merge from lodleveldisplay_update
7 Months Ago
reapplying burst update 1.8.15 -> 1.8.16 - Was subtracted due to an unknown server fail to start
7 Months Ago
Character Controller test
7 Months Ago
merge from radtown_redux
7 Months Ago
Run a trace solver on hit shape to get the proper hit fraction and start in solid
7 Months Ago
Leaderboard backup, run #12343
7 Months Ago
Avoid some errors when closing Load WorldRendererMgr in unit tests For backwards compatibility, when loading a vpk look in the maps/ folder too Allow map loading during tests Remove warnings PackageManagement test cleanup, make a bit more resiliant
7 Months Ago
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7 Months Ago
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7 Months Ago
Fix project templates (oops)
7 Months Ago
Fixed bike passenger eye rotation bug (introduced in 100729)
7 Months Ago
Bike passengers now use the same camera roll code as the driver
7 Months Ago
Change convar name of surrender gesture
7 Months Ago
Add a gizmo to ZiplineTargets
7 Months Ago
Horrible code for bike driver camera roll, but it now lerps to the actual roll angle when not grounded
7 Months Ago
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7 Months Ago
▊▄▄ `▆▄▉█▍▌▆▊▊▍▇▇▌▅` ▇▌▉▋█▆▇ ▌▇ ▆▄▉▍▇▅▍▆▇█▊ ▄▄▌▋▌▋ ▉▇▍ ▍▇▍▍▅▇▆▋ ▌▅▋▊ █▋▇ █▇▍▌█▊▊
7 Months Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
7 Months Ago
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
7 Months Ago
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
7 Months Ago
Progress backup
7 Months Ago
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7 Months Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
7 Months Ago
update spritetools more exploder elite exploder spitter spitter wip
7 Months Ago
Clear appropriate texture caches on file changes when in editor. Also tell respective components to get the new texture from the cache. https://files.facepunch.com/CarsonKompon/2024/July/09_21-25-ForestgreenInganue.mp4
7 Months Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
7 Months Ago
Remove unused field
7 Months Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
7 Months Ago
Merge from vm_rotate_around_modifier (includes changes from main)
7 Months Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
7 Months Ago
Fixed ground effect rocks particle effect playing all the time on helicopters: - Minicopter - Attack Helicopter - Scrap Helicopter - CH47 - Patrol heli