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12,998 Commits over 2,376 Days - 0.23cph!

2 Years Ago
Update hazmat and 2023 trophy id's
2 Years Ago
Furnace
2 Years Ago
Increase height of line of sight check (was 0.5m, now 1m) Makes splashing more likely to clear half walls
2 Years Ago
Planters now need a line of sight clear of construction when being splashed by a WaterBall (buckets, jugs, etc) Fixes planters on the floor above getting watered when splashing a planter on a lower floor
2 Years Ago
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2 Years Ago
Fix missing world model outline on vampire stake
2 Years Ago
Add DDraw.hideDdrawDuringDemo, hides all Ddraws during demo playback
2 Years Ago
Setup v2, attach to ch47
2 Years Ago
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2 Years Ago
Unsaved
2 Years Ago
Prefab setup
2 Years Ago
Visual threshold implementation
2 Years Ago
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
2 Years Ago
Merge from main
2 Years Ago
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
2 Years Ago
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
2 Years Ago
Make a new mask specifically for the aim offset layer
2 Years Ago
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2 Years Ago
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2 Years Ago
Cleaned up hand hold parameter handling
2 Years Ago
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand) IK disable param is 0 by default, 1 will fully disable that hand's IK Update rifle reload to reflect new values
2 Years Ago
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
2 Years Ago
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
2 Years Ago
Disablling spine IK on a held entity will now enable the AimOffset layer
2 Years Ago
Manifest again
2 Years Ago
Merge from main (stomp craggy and manifest)
2 Years Ago
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation Update manifest
2 Years Ago
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
2 Years Ago
Confetti cannon takes 3 damage per blast, has 100hp Poolable
2 Years Ago
Set up primitive colliders, deploy volumes, bounds, etc
2 Years Ago
Turn on add_breathe IK pass again
2 Years Ago
Confetti cannon wip
2 Years Ago
Increase duration of birthday event to run from the 7th to the 16th of December inclusive (is normally just the 11th of December) 🎉🎉🎉
2 Years Ago
Add support for 2d blend tree, copied over aimOffset layer Set some newer layers off until we properly enable/disable them at runtime
2 Years Ago
Add breathe layer
2 Years Ago
Update hand hold blend trees
2 Years Ago
Add left/right hand hold layers
2 Years Ago
Added Tools/Optimize/ItemModEntities with Planners/Update All and Find All, turns out the new held entity behaviour on every item that uses an ItemModEntity and a planner
2 Years Ago
Added playerOnlyEntity field to ItemModEntity, prevents HeldEntities being created until the item is actually in a players inventory Enabled on medical syringe for now for testing
2 Years Ago
Merge from reduce_warning_spam (editor only)
2 Years Ago
Remove the states with a period in their name in UI.Inventory.SelectedItem
2 Years Ago
Comment out the ContextMenu_ConvertPrefab menu item so it doesn't spam menu item warnings Comment out most of the editor utilities in TmPro.EditorUtilities
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Made new hazmat suit a skin of the regular suit
2 Years Ago
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2 Years Ago
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2 Years Ago
Rivals desk steam item setup
2 Years Ago
Rivals desk drops as burlap sack Rivals desk now has same crafting costs as computer station Rivals desk is now in electrical category Rivals desk now has ground watch component