129,547 Commits over 4,201 Days - 1.28cph!

11 Months Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
11 Months Ago
Added emission fresnel to xmas lights
11 Months Ago
Ice shader: screensize and edge length now factor into tessellation
11 Months Ago
More compile fixes
11 Months Ago
Possible horse server fix
11 Months Ago
Codegen, manifest, protobuf, etc
11 Months Ago
Merge from siege_weapons
11 Months Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
11 Months Ago
Restored the 2px gap between vital bars
11 Months Ago
Fixed player hitting their own shield when crouching and melee attacking
11 Months Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
11 Months Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
11 Months Ago
Shield vm animator can now go straight to block from the melee attack end state
11 Months Ago
Merge from main
11 Months Ago
Merge from shred_helicopters
11 Months Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
11 Months Ago
Merge from main
11 Months Ago
Merge from monument_scenes_renderlod_fix
11 Months Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
11 Months Ago
vendor_stats_fixes -> main
11 Months Ago
Fixed a bunch of issues with single entry placement after changing scaling
11 Months Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
11 Months Ago
Fixed terrible scaling on stats menu
11 Months Ago
Added 12 and 24 hours options to timescale
11 Months Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
11 Months Ago
Add bark and footstep audio to new jump anim
11 Months Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
11 Months Ago
merge from main
11 Months Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
11 Months Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
11 Months Ago
Merge from main
11 Months Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
11 Months Ago
Stripped out the initial towing test code
11 Months Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
11 Months Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
11 Months Ago
Implement wolf headress effect on wolves
11 Months Ago
Code gen
11 Months Ago
shield 3rd person attack anim split into 3 parts
11 Months Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
11 Months Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
11 Months Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
11 Months Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
11 Months Ago
tweaked emissive slightly to be less blown out
11 Months Ago
set base emission to off on christmas lights
11 Months Ago
Missed Medieval Barricade Texture Files
11 Months Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
11 Months Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
11 Months Ago
Merge from main
11 Months Ago
Merge: from main Tests: none, trivial merge