136,032 Commits over 4,293 Days - 1.32cph!

10 Months Ago
Another fix for serialisation layout
10 Months Ago
Compile fix
10 Months Ago
10 Months Ago
Added kapok_b variant Manifest
10 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
10 Months Ago
Flatten look angle when deciding what branch to swing to
10 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
10 Months Ago
Speculative TransferAllItemsToContainer nre fix
10 Months Ago
freezing_icon -> main
10 Months Ago
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
10 Months Ago
vending_machine_fridge -> main
10 Months Ago
Reset all existing vending machine prefabs to 128 slots for good measure
10 Months Ago
Remove logs, moved capacity code into delayed method.
10 Months Ago
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
10 Months Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
10 Months Ago
Fixed issue causing outpost and bandit camp vending machines to be out of stock
10 Months Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
10 Months Ago
Setup correct deployed vending machine slots 36 -> 30
10 Months Ago
Mild texture param tweak.
10 Months Ago
Snake hit screen effect.
10 Months Ago
Snake reveal & snake hide prefabs. Removed debug gizmo. Applied FX to prefab.
10 Months Ago
Eliminating more branch differences / minor cleanups
10 Months Ago
Eliminating more branch differences / minor cleanups
10 Months Ago
Fixed floor and foundation using the wrong wallpaper skin id
10 Months Ago
Texture update
10 Months Ago
Pressing right click with wallpaper in hands open the skin selection menu
10 Months Ago
Applying some properties that were modified in Procedural Map scene to the World Setup prefab Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
10 Months Ago
added dlc gesture preview and hooked up
10 Months Ago
Fixed new jungle meats turning into spoiled bear meat when expired
10 Months Ago
Eliminating more branch differences Fix crashes to do with material's representative texture Apply FCVAR_USERINFO to gmod_npcweapon func_movelinear improvements Rework how sounds are played, so they are always consistently played, regardless if they are given, or if both sounds are the same sound. Also merged Portal 2 parented movement fixes. Allow mat_picmic below -1 in multiplayer Init text fields for func_precipitation
10 Months Ago
Fix crashes to do with material's representative texture Apply FCVAR_USERINFO to gmod_npcweapon func_movelinear improvements Rework how sounds are played, so they are always consistently played, regardless if they are given, or if both sounds are the same sound. Also merged Portal 2 parented movement fixes. Allow mat_picmic below -1 in multiplayer Init text fields for func_precipitation Eliminating more branch differences
10 Months Ago
fixed a missing mesh from collider script on corner_c prefab
10 Months Ago
Final polish pass on vm camera animations for the initial list of guns
10 Months Ago
Merge from snakes
10 Months Ago
Merge: from relationshipmanager_leaks - Server and Client-side bugfixes for pooling around RelationshipManager types Tests: local 2 player session with flicking open-closed the contacts screen and with pooling tracking
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Merge from blowpipe
10 Months Ago
Merge from jungle_update
10 Months Ago
Merge from jungle_update
10 Months Ago
Merge from reposition
10 Months Ago
Codegen Manifest
10 Months Ago
Fixed foundation incorrect wallpaper socket name
10 Months Ago
Bugfix: return ProtoBuf.PlayerRelationships back to pool after client rpc is executed Think it was the only PlayerRelationships leak on client Tests: local session on craggy, opened&closed contacts - saw pool metrics stay stable
10 Months Ago
Update: using new RelationshipManager.ClearRelations to avoid potential pooling leaks Tests: none
10 Months Ago
Merge from protobuf_fixes
10 Months Ago
Fix possible race condition accessing NetWrite.Length after sending the instance to a network thread to handle
10 Months Ago
Bugfix: clear PlayerRelationshipInfo when returning PlayerRelationship to pool Tests: none, since it turns out that we don't have any code that stresses this path - one more thing to fix then
10 Months Ago
viewomdel and prefab update
10 Months Ago
cave scene tweaks for cave openings (overrides)
10 Months Ago
adjustments to some cave pieces that didn't get full coverage