139,834 Commits over 4,352 Days - 1.34cph!

1 Year Ago
Adjust croc population to account for the fact they can only spawn in select places Slightly reduce tiger population
1 Year Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
1 Year Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
1 Year Ago
Fix corpse not being spawned from `ent kill` after refactor
1 Year Ago
Fix compile errors
1 Year Ago
Reassign all the corpse references since the field name was changed
1 Year Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code
1 Year Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
1 Year Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
1 Year Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
1 Year Ago
Half boomerang outwards travel distance
1 Year Ago
Merge from snakes
1 Year Ago
Merge from jungle_update
1 Year Ago
Merge from corpse
1 Year Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
1 Year Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
1 Year Ago
Fix prop_ragdoll.StartRagdollBoogie map input param type
1 Year Ago
Set viewmodel loaded anim param
1 Year Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1.
1 Year Ago
Added support for fog and snow machines
1 Year Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
1 Year Ago
Added snake to hunting trophy (large)
1 Year Ago
Fixed a bug that caused the deferred indirect lighting pass to not run
1 Year Ago
Snake ragdoll setup
1 Year Ago
Merge from snakes
1 Year Ago
Slightly increase snake slow duration
1 Year Ago
Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
1 Year Ago
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
1 Year Ago
fixed material setup on security gate
1 Year Ago
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1 Year Ago
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1 Year Ago
added effects game object in prefab copied similar lights from duo sub and tweaked values
1 Year Ago
cant save thrown boomerang
1 Year Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
1 Year Ago
Rover Sub LODs, Col, and GIBs materials and textures setup propellers individually to be controlled via code
1 Year Ago
Updated hide pants and hide shirt material dirt layer
1 Year Ago
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
1 Year Ago
Boomerang wm fix
1 Year Ago
Refreshed LODs with the new lod baking tool, a first pass
1 Year Ago
Update: adding throw away tests to investigate how I cuased a native crash yesterday So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from. Tests: ran the hacky unit test
1 Year Ago
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
1 Year Ago
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1 Year Ago
Animation updates for boomerang viewmodel content
1 Year Ago
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1 Year Ago
Desal tanks texture update
1 Year Ago
Desal tank LODS and prefab update.
1 Year Ago
Fixed bug causing has thrown not to be reset properly (clientside)
1 Year Ago
merge from banners
1 Year Ago
Double max placement distance for wall mounted hanging banner, no need to build annoying scaffolding for placement - https://files.facepunch.com/Alistair/121/03/2025/4p71/Unity_YR5BwCX2Mx.png Pole banner max placement increased Pole banner can now be rotated before placement Pole banner can now be placed on construction
1 Year Ago
Route catch through RPC rather than flags to reduce the back and forth