139,291 Commits over 4,352 Days - 1.33cph!

6 Minutes Ago
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7 Minutes Ago
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13 Minutes Ago
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
24 Minutes Ago
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25 Minutes Ago
more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
31 Minutes Ago
Merge from main
31 Minutes Ago
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
51 Minutes Ago
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
1 Hour Ago
Fixed some compile warnings
1 Hour Ago
Try to fix OSX not compiling
4 Hours Ago
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
3 Hours Ago
apartment doors added
3 Hours Ago
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
3 Hours Ago
turn off can wield while mounted to fix animation issues (temporarily), fix prefab
4 Hours Ago
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
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
- Removed duplicate scripts from prefab - Updated collider - Set mesh for outline - Added correct rot to projectile to face forward when thrown
5 Hours Ago
bounds fixes for IO bug, minor code cleanup
6 Hours Ago
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
Today
Imported Firewood and Firewood Holder Prop Textures and Models Setup Firewood and Firewood Holder Prop Folders, Materials, Prefabs, LODs and Colliders
Today
Sort the nodes by Y position before multi unlocking so its guaranteed to be consistent going from top to bottom
Today
Updated Test prefab
main -> new_console-ui
Compile fix
Today
exported edited salvaged axe  refresh viewmodel animations
Apartment complex b damage progress
Today
Merge from chat_colour_config
Today
String interp
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
Today
apartment complex models backup
Today
Adding chat label options to accessibility UI
Today
merge from main
Today
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Today
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Today
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
Today
Set correct default colours
Today
merge from furnace_workshop_fx
Today
Add convars. Codegen.
Today
Local chat convar name
Today
ChatEntry.SetMessageText pulls the colour from configs based on channel instead of the current hardcoded. Add local chat colour config.
Today
Camping Cooker LODs
Today
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Today
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Today
exported edited salvaged axe refresh viewmodel animations