197,744 Commits over 4,140 Days - 1.99cph!
Potential fix for GetFacingLiquidContainer NRE
Potential TryGetAimingModule NRE fix
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though
Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
added large backpack drop + recycle stats
metal detector balance
metal detector tech tree
Allow dropped items to sync their network group without constantly syncing their position
Add support for an alt aim animation, currently just set locally and not via ModelState
Used to switch to the slow detector sweep on the third person shadow model as the player gets close to a target
More scalable clientside detection alternative.
Fixed dragon launcher being craftable
Add editor tool to save the current rotation of the holstered weapon to it's backpack offset (to the entity, you still have to coipy paste it to the prefab)
Rotate bows to face backwards when holstered on backpack
MetalDetectorSource balance baseline
Rotate jackhammer holster to make air canister face backwards instead of sideways
Rotate HMLMG holster so ammo container faces backwards instead of sideways
merge from CNY_DragonLauncher
removed Dragong launcher from loot tables
Fix salvaged melee tools not having backpack holster position set
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vm spear - updates to rig, burst cloth setup & clothMat
Move "FreeImage: Couldn't open file" to developer 2
Switch server downloads extension filter to a whitelist
Also block html/ and scripts/
player update. exported/set up bandage anim set
Removed hight quality metal requirement for crafting/repairing sled
Changed default nudity to pixelated
Fixed bug causing rangefinders to disappear when removed
Disable HL2 avoidance system from making NPCs invisible
Fixed crashes related to shadow rendering
Added a callback to game.CleanUpMap to defer it until end of tick
Use it in the base game
Do not cleanup env_soundscape_proxy entities
This breaks soundscapes, and other soundscape entities are already not cleaned up
Added a rangefinder to the binoculars
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some fixes to Harbor1 island placement
harbor2 backup
Fixed the 3 flare dispension prefabs. Orientation and de-linkage.
Fixed bug with camera when equipping MD.
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Added tooltips when you over over the item in the list
Fixed some final layout bugs
Removed a bunch of excess code in the old markers
Ensured listing phrases are translated
Rebuild phrases
Reset listings colour based on stock
Set dressing harbor2 progress
added a rusted up broken variant of the scientist turret for set dressing
Removed the blend value cap
metal detector - slowed down vm & 3p scan anim so it's easier to see lights
Stopped vendors from caching current machine - forces a refresh on clicking
Vendors now aware of the total amount of machines
excavator yaw prefab, disabled renderer batching on props onboard
Revert files I shouldn't have pushed
Fixed electrical deployables being offset when placed