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12,301 Commits over 2,101 Days - 0.24cph!

Yesterday
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
Yesterday
More blowpipe vm tweaks
Yesterday
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Yesterday
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
Yesterday
Merge from jungle_update
Yesterday
Merge from main
Yesterday
Reduced vine travel speed by 25%
Yesterday
Improved rotation snapping when starting a vine wing
Yesterday
Increased the spacing of the vine launch points, should help vines overlap less
Yesterday
Switch sprays to Decal/Deferred Decal
Yesterday
Fixed descend option not working when more than one vine is overlapping
Yesterday
Update emoji with transparency
Yesterday
Add test ladder/rope ladder to vine playground
Yesterday
Initial new emoji setup
2 Days Ago
Possible VineMountable.OnFlagsChanged NRE fix
2 Days Ago
Changed branch physics surface to wood
2 Days Ago
Restore changes to BaseProjectile lost in merge
2 Days Ago
Added a tip for how to climb trees
2 Days Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
2 Days Ago
Merge from jungle_update
2 Days Ago
Another fix for serialisation layout
2 Days Ago
Merge from jungle_update
2 Days Ago
Compile fix
2 Days Ago
Merge from jungle_update
2 Days Ago
2 Days Ago
Added kapok_b variant Manifest
3 Days Ago
Expose DismountViewmodelHoldTime on VineMountable
3 Days Ago
Flatten look angle when deciding what branch to swing to
3 Days Ago
Merge from TransferAllItemsToContainer_nre_fix
3 Days Ago
Speculative TransferAllItemsToContainer nre fix
3 Days 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
3 Days 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
3 Days Ago
Merge from uv2_paint_fix
3 Days Ago
Fixed warning spam when painting on a mesh without a uv2 channel
4 Days Ago
Merge from GetCurrentUndergroundLayer_nre_fix
4 Days Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
4 Days Ago
Merge from jungle_update
4 Days Ago
Remove Facepunch.Editor reference
4 Days Ago
Merge from jungle_update
4 Days Ago
Fixed outbreak sprayer item id
4 Days Ago
Remove dismount handling on VineMountable
4 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
4 Days Ago
More work on handling player movement properly when a vine tree is destroyed
4 Days Ago
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4 Days Ago
Another distance interaction fix
4 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
4 Days Ago
Include vehicle detailed layer in vine dismount check
4 Days Ago
Merge from jungle_update
4 Days Ago
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4 Days Ago
Apply Impostor safety checks