userJarryd Campicancel
reporust_rebootcancel

13,542 Commits over 2,435 Days - 0.23cph!

29 Minutes Ago
Don't apply the 0.25s early exit to the gesture viewmodel, still apply it to the third person
38 Minutes Ago
Added IK targets to microphone stand Added helper SetLeftHandIKTarget/SetRightHandIKTarget methods, would technically be faster than manually setting position and rotation
1 Hour Ago
Enable animateVehicleAim360 on horse seats and add a blend tree (just one motion for now)
4 Hours Ago
Merge from main Merged prefabs: Mannequin_deployed, huntingtrophysmall/deployed, fishing_rod_entity
6 Hours Ago
Fix new scientists not playing movement animation in demos after the demo was paused
Today
Possible Client_OnCassetteInserted NRE while spectating fix
Today
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Yesterday
Mark the position/rotation offset fields on ShieldHeldEntitiyOffset as read only, they should only be applied with the editor button Update butcher knife offset, very minor change
Yesterday
Allow spine movement during kick gesture (see forceAllowSpineMovement toggle, we normally don't want spine look during full body gestures)
Yesterday
Fixed a bunch of gestures set to loop incorrectly Gestures now start fading out the upper/full body layer 0.25s earlier, so the layer is fully faded out by the time the gesture finishes Prevents the state machine switching to the idle state and still being visible during the fade Fixed spine IK not applying correct weights while in an upper body gesture, fixes slight angle changes when entering/exiting gestures
Yesterday
Merge from parent
Yesterday
Disabled Has Exit Time on the SItting -> Exit animation state The animator pose type will now persist it's value when a player dismounts, it used to reset to 0 as soon as a player dismounts This fixes mountables using a different pose type to the default sit animation transitioning to the default sit animation as soon as a player dismounts It always did this, but because the default sit animation was a single frame it was unnoticable
Yesterday
Call UpdatePlayerModel the same frame as a held entity is deployed, not the following frame This fixes the weapon appearing in the wrong location for a frame when it's parented to a prop bone and the prop bone is animated
2 Days Ago
Switch to BigEndian, fixes static AAC is working!
2 Days Ago
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream MP3 is up and running (already works), AAC is implemented but not quite working yet Very experimental
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from child_dynamic_lods
2 Days Ago
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
2 Days Ago
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2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from main, lots of conflicts All merged successfully except for syringe, used the version from main as that was recently updated PlayerAnimation controller merged automatically, will need verifying
6 Days Ago
Merge from demo_shot_track_dubbing
6 Days Ago
Split position/rotation tracks into two again
6 Days Ago
Update SillyHorseMask.Skeleton Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
6 Days Ago
Merge from demo_shot_track_dubbing
6 Days Ago
Merge from main
6 Days Ago
Combine Position/Rotation into one track (feels weird to just modify one)
7 Days Ago
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
7 Days Ago
Merge from main
7 Days Ago
Added Save As.. functionality Removed Mute tool Escape cancels dubbing
7 Days Ago
Codegen
7 Days Ago
Merge from main
7 Days Ago
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7 Days Ago
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7 Days Ago
Merge from armored_ladder_hatch
7 Days Ago
Adjusted position of square hatch to match the regular hatch
7 Days Ago
Merge from ladder_hatch_offset_fix
7 Days Ago
Merge from main
7 Days Ago
Merge from divesite_e_crate_adjustments
7 Days Ago
Merge from easter2026_dlc
7 Days Ago
Merge from coloured_buttons
7 Days Ago
Merge from shield_recoil_fix
7 Days Ago
Fixed shields causing recoil to the attacking player when hit with ranged weapons, should only happen for melee hits
7 Days Ago
Merge from fog_map_edge_fix