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134,556 Commits over 4,293 Days - 1.31cph!

12 Months Ago
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12 Months Ago
merge from primitive/deployable_ammo
12 Months Ago
Fixed explosion effects spawning twice Offset the explosive effect spawn point a lil bit to reduce clipping Adjusted flammable ammo effect rotation
12 Months Ago
Polished explosive bomb effects, added fuse sound
12 Months Ago
Fixing outbreak scientist wearable
12 Months Ago
merge from ragdoll_fixes
12 Months Ago
merge from main
12 Months Ago
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone) - fixed ragdoll setup to mark the prefab as dirty
12 Months Ago
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12 Months Ago
Flammable ammo now use the catapult fire effect when lit Fixed ignite sound not playing
12 Months Ago
main -> bees
12 Months Ago
Improved Siege Tower Colliders
12 Months Ago
Fixed propane bombs not deployable on roofs Physics materials
1 Year Ago
Fixed deployable explosives short culling distance
1 Year Ago
merge from primitive
1 Year Ago
Motobikes and bicycles damage balance pass following temp ragdoll implementationg: - vehicle and player take less damage from collisions overall - temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses
1 Year Ago
Anim stuff
1 Year Ago
Fix? 3p pies anim import weirdness
1 Year Ago
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1 Year Ago
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1 Year Ago
Refactor tiger perception of being watched, to allow them to know how long they were not watched
1 Year Ago
Assign hold anim override
1 Year Ago
Fix return from aim frame range to remove glitching. Update anim controller for smoother/less delayed return on aim release.
1 Year Ago
Assign a temp pie impact effect to prevent NRE
1 Year Ago
Add support for throwing individual items in a stack instead of the entire stack. Setup pie anim controller to return to deploy after throw.
1 Year Ago
Make the tiger sneak faster when fully in its prey's back
1 Year Ago
Update: ServerDemoPlayer - use time as progress indicator, instead of bytes of stream consumed - Also removed a couple TODOs that are either done or decided to drop In the previous version there would be no progress report until the next timestamped messages was reached - this is confusing UX. Tests: played back the demo where I connect 15 seconds in, causing a jump from 0% to 18% progress. Now it's gradual.
1 Year Ago
Minicrossbow placed in an auto turret now shows fire arrows
1 Year Ago
Fixed more cases of some underground train tunnel triggers sticking out of terrain
1 Year Ago
concrete decals
1 Year Ago
Setup leard armor insert worldmodel on the item
1 Year Ago
primitive -> main
1 Year Ago
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1 Year Ago
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1 Year Ago
Cherrypick CS 112520 (fix_catfish_primitive_items)
1 Year Ago
Cherrypick 112514 "fix_metal_detector_no_loot"
1 Year Ago
updated .worldmodelprefab and fbx
1 Year Ago
lead armour plate model world model lods, materials and textures setup .worlmodel prefab
1 Year Ago
Better throw event timing in anim
1 Year Ago
Throw anim frame mismatch fix
1 Year Ago
Fixed supply drop flyhack kicks, for real this time
1 Year Ago
Fix catfish giving out pistol bullets (which are restricted in primitive)
1 Year Ago
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
1 Year Ago
merge from primitive/batteringram_playercollider_fix
1 Year Ago
Reduced player collider size when sitting in the battering ram Fixes turrets, fire, spikes and explosions damaging you from outside
1 Year Ago
Fix metal detector giving out no loot because it creates an empty array by default instead of a null one
1 Year Ago
Disabled static ballista deployment on tugboats, will revisit later
1 Year Ago
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode That's a can of worms I don't want to deal with right now Tests: none, trivial change
1 Year Ago
Fixed static ballista mount culling too early
1 Year Ago
merge from primitive/techtree_constructable_infopanel/