113,377 Commits over 3,959 Days - 1.19cph!
Viewmodel render setup for FX/lights
Trying a different approach
Setup shovel for weapon racks after recent changes.
CNY Spear - fix for spears penetrating the body too much, updated holster position
Fixed final accordion bugs
Reduced more delgate allocations
Accordions only generate if current listing isnt a solo listing
Fixed bugs with accordions
Listings allocate delegate memory at start
Merge from main -> backpacks
3p metal detector - fix for handle becoming detached when crouching and scanning
Modified minimum accordion amount
Listings handle their own animations
Setting up prefabs for view so page transition works
Added back button
Ensured no listings animations close properly
shovel - made to spin when thrown, fixed collider so lands better in the world
Vendor interface removes itself to respond to map markers
Refactored interaction code in map interface
Set up Coconut Underwear page transitions and prefabs
PlayerRemains 4k Textures and Material Setup
fixed shovel world model not having lodgroup properly set up
Set dressing harbor2 progress
player update. populated the holdtype knife and knife combat override controller with updated 3p knife animation set.
Re-add the reveal animation for one prefab
Vendor listings and single vendors now sort themselves
Flash bulb emission colour instead of just the light effect. (needs to be reduced)
Fix headers, fix scaling text
inventory.copyto now copies the contents of the backpack
All of the inventory save/load loadout convars now copy the contents of the backpack (if equipped)
Updated 4K textures for SmallBackpack
Fixed UVsets in smallBackpack
subtract
92275 (4k textures on main media_projects branch)
Fixed some extra merge issues
Fixed backpacks not responding to the 'ent' convar
Note that this adds the Physics_Debris layer to the ent trace, so this might change the behaviour of that command in some cases
Updated 4K textures for SmallBackpack
Dragonlauncher 4k textures and material setup
Deal with left over shelter markers on client disconnect
moved Petur's lights over to fit new metal detector mesh viewmodel
removed erroneous chinese lantern emissive psd
vm metal detector - updated viewmodel base rig file with new model changes
sks folder setup and anim test with mid poly mesh
shovel and site marker 4k textures
Added additional pool safety checks inside the editor (disabled in standalone)
subtracting map_entity_load_fix
update to viewmodel metal detector
- adjsuted position of the LEDs so both sit on the PCB
Update to the World Model of the Metal Detector
- adjusted position and scale of the LEDs to match viewmodel
- updated all lod levels and improved LEDs LODs