139,291 Commits over 4,352 Days - 1.33cph!
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Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
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more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
Add functionality for triggering a viewmodel camera animation to start a lerp back to default values, to smooth out the otherwise abrupt exit when a viewmodel gets cleared
Mostly functional tool to make enabling this viewmodel camera behaviour a bit easier
Add some extra easing helper functions to LeanTweenHelpers
Network punch angle at full precision
* Since its networked only to the local player (and spectators?), it should be fine to full blast it
Switch more interpolation code to doubles
Fixes jittery viewpunch at high uptime
C_BaseEntity::Interp_Interpolate, m_lastInterpolationTime
IInterpolatedVar::Interpolate
Fixed some compile warnings
Try to fix OSX not compiling
Update Linux vphysics
* This makes additional changes that need a close eye on them:
* Deletes libstdc++.so.6 from game folder
* Enables Valve's memory allocator override, which is required for new vphysics
Folder cleanup and final tweaks
- Set projectile to new mesh
- Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
turn off can wield while mounted to fix animation issues (temporarily), fix prefab
Rework the tech tree UI to work with multi-unlocking, now shows "unlock path" and displays path cost when you can unlock the whole path, single item cost displayed above
The holdtime when unlocking via long mouse press is now longer if its a multi-unlock
Make the button texts translated (they never were??)
Fix an old bug where the total cost UI would stay visible and floating when switching tech tree pages
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- Removed duplicate scripts from prefab
- Updated collider
- Set mesh for outline
- Added correct rot to projectile to face forward when thrown
bounds fixes for IO bug, minor code cleanup
Removed UniTask (it's bad), moved time cache to Network thread AGAIN (thanks multithreading), removed frameNo ref (no thread safe way for me to access), added markers back, various simplifications
Imported Firewood and Firewood Holder Prop Textures and Models
Setup Firewood and Firewood Holder Prop Folders, Materials, Prefabs, LODs and Colliders
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
exported edited salvaged axe refresh viewmodel animations
Apartment complex b damage progress
Merge from chat_colour_config
new_console-ui/commandlist -> new_console-ui
new_console-ui -> new_console-ui/commandlist
Swap to using on toggle changed for animation play
Fix nre with new command list ref
- Add an open transiiton when opening command list
- Cleanup command list reference
- Add missing search bar reference
sendmodelstate_optimization -> main
apartment complex models backup
Adding chat label options to accessibility UI
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Update: replicate hardcoded network grid logic into data setup of NetworkVisibilityGrid
- added PositionToGridInd, but not used/tested
Going to add grids visualization next
Tests: none
Set correct default colours
merge from furnace_workshop_fx
ChatEntry.SetMessageText pulls the colour from configs based on channel instead of the current hardcoded.
Add local chat colour config.
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exported edited salvaged axe refresh viewmodel animations