110,890 Commits over 3,897 Days - 1.19cph!
Horses equipment (armor, shoes, saddle) and speed mods
Fixed NotImplementedException on the client when a ragdoll collides with something
Fixed jittery movement when noclipping
Setup rotation through animation curve
Swap over to using Quaternions instead
Xmas menu background video
Renamed back to testbulb in case it is hardcoded somewhere or not updating with manifest or whatever.
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
Tweaked catapult seat mount point
Allow handcuffed player to be forced mount
Reloading level change player corpse throwing force
Editor exporting of presets as default configs.
Load defaults before convars.
merge from legacy_shelter_description_change
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merge from xmas_light_uncrappification
battering ram - model update export
battering ram - updated animator to remove additional broken anim loop
updated battering ram anims
merge from increase_vis_entity_buffer -> main
Increase collider buffer from 8k -> 32k
- allows copypaste to copy large bases
Can't mount the catapult if its loaded
Minor ballista cleanup
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
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Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Cleaning up the last of the TAA code
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Submitting new ballista rigs
Changed how we detect the entities to damaged when using the battering ram, works better
handling item condition properly on ice sculpture deployables
Fixed battering ram door not cancelling its busy tick
BallistaGun.Update and ServerTick nre fix
Battering ram button animation
made smoothing less aggressive (still destructive, just less so)
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
Fixed battering ram hit anim
merge from indirect_instancing
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
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battering ram
- new broken state
- animator updates
- added 'broken' bool
Have scientists only crouch when their cover is low
jungle_ruins_e more complex layout design