userJarryd Campicancel
reporust_rebootcancel

12,528 Commits over 2,131 Days - 0.24cph!

45 Days Ago
Merge from jungle_update
45 Days Ago
45 Days Ago
Added kapok_b variant Manifest
45 Days Ago
Expose DismountViewmodelHoldTime on VineMountable
45 Days Ago
Flatten look angle when deciding what branch to swing to
45 Days Ago
Merge from TransferAllItemsToContainer_nre_fix
45 Days Ago
Speculative TransferAllItemsToContainer nre fix
45 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
45 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
46 Days Ago
Merge from uv2_paint_fix
46 Days Ago
Fixed warning spam when painting on a mesh without a uv2 channel
46 Days Ago
Merge from GetCurrentUndergroundLayer_nre_fix
46 Days Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
46 Days Ago
Merge from jungle_update
46 Days Ago
Remove Facepunch.Editor reference
46 Days Ago
Merge from jungle_update
46 Days Ago
Fixed outbreak sprayer item id
46 Days Ago
Remove dismount handling on VineMountable
46 Days Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
46 Days Ago
More work on handling player movement properly when a vine tree is destroyed
46 Days Ago
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46 Days Ago
Another distance interaction fix
46 Days Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
46 Days Ago
Include vehicle detailed layer in vine dismount check
46 Days Ago
Merge from jungle_update
46 Days Ago
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47 Days Ago
Apply Impostor safety checks
47 Days Ago
Impostor fix
47 Days Ago
Merge from jungle_update
47 Days Ago
Possible fix for floating players after vine tree is destroyed
47 Days Ago
Merge from jungle_update
47 Days Ago
Merge from main
47 Days Ago
Merge from main
47 Days Ago
Update X marker data for vine tree, much more accurate now thanks to new colliders
47 Days Ago
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations Adjusted the collider of the stump to prevent players being stuck in them
47 Days Ago
Stop descending before hitting a vehicle
47 Days Ago
Add distance checks to vine interactions
47 Days Ago
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
47 Days Ago
Fixed climb interact option appearing when mounted to a vine
47 Days Ago
Vine swinging icons
49 Days Ago
Possible fix for AnimationFlagHandler NRE
49 Days Ago
Merge from jungle_update
49 Days Ago
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
50 Days Ago
Fix compile error
50 Days Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
50 Days Ago
Merge from jungle_update
50 Days Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
50 Days Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
50 Days Ago
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
50 Days Ago
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount