198,711 Commits over 4,140 Days - 2.00cph!

3 Months Ago
Merge from jungle_update
3 Months Ago
Simplify blowpipe animator, removing double deploy states. Fixes double deploy sound when loaded.
3 Months Ago
Add missing ViewmodelLower script to blowpipe
3 Months Ago
Fixed self intersection on zigg bamboo stairs. Fixed overlapping decal in zigg scene and ran S2P.
3 Months Ago
s2p jungle ruins (no change other than refreshing for bugfixes 119979)
3 Months Ago
Tightened collision around Zigg security entrance.
3 Months Ago
Merge from main
3 Months Ago
cherrypicking easter_disable
3 Months Ago
merge from easter_disable
3 Months Ago
disable easter event
3 Months Ago
added some helper colliders on ziggurat large pipes to help smooth movement on them made the rope ladder volume wider to enable jumping on it from inside the zigg Ziggurat S2P
3 Months Ago
merge from main
3 Months Ago
jungle_update -> main (Staging wipe)
3 Months Ago
merge from jungle_update
3 Months Ago
phrases
3 Months Ago
removed some missing prefabs reference in arctic base rocks prefab (to clear editor side errors)
3 Months Ago
network++ save++
3 Months Ago
merge jungle_update -> save267
3 Months Ago
Merge from jungle_update
3 Months Ago
Merge from main
3 Months Ago
Adjust branch colliders again
3 Months Ago
tree climbing sounds
3 Months Ago
Merge from jungle_update
3 Months Ago
Apply to descend option as well
3 Months Ago
Don't allow the player to mount a vine if they are already mounted to something
3 Months Ago
server.emojiOwnershipCheck is now a convar and enabled by default Don't show emoji not owned by the player in the gallery If a player submits a chat message with an emoji they don't own the emoji is stripped out of the message Unlock_all_skins convar is now respected for emoji ownership checks
3 Months Ago
Merge from jungle_update
3 Months Ago
Merge from jungle_dlc
3 Months Ago
Merged some safety checks
3 Months Ago
vine swinging sounds
3 Months Ago
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
3 Months Ago
Don't render vine shadows if lod > 0
3 Months Ago
Merge from jungle_update
3 Months Ago
manifest
3 Months Ago
Added a set of medium sized hura crepitans trees / prefabs, meshes, colliders, textures, materials
3 Months Ago
outofstock_log_fix -> main
3 Months Ago
Remove is out of stock log
3 Months Ago
merge from jungle_update
3 Months Ago
jungle_update -> aux3
3 Months Ago
boomerang_rebalance -> jungle_update
3 Months Ago
Adjusted a bunch of values to be happier with the faster speed
3 Months Ago
jungle_update -> aux3
3 Months Ago
vine_performance_improvements -> jungle_update
3 Months Ago
Reduced work queue vine cost to 0 ms unless vines are moving
3 Months Ago
First set of vine improvements: reduced budgeted vine loop ms by 35% Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed) Close down and organise the physics rope api
3 Months Ago
Jungle ak - removed lods from mag drop fbx ( only renders lod0 ) - removed uneeded avatar from worldmodel fbx - set up worldmodel prefab
3 Months Ago
Alien Swarm Map Icons Updates to debug_dump * Handle "0" != "0.0" cases * Add game version to output * Sort alphabetically * Align values and default values vertically for easier parsing with eyes Remove "f" from some number convar default values Remove -usetcp as it is broken anyway and has unknown purpose Implement jiggle bones for serverside ragdolls Apply correct scaling on jigglebones with model scale This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close. Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
3 Months Ago
Merge from poison_ui_fix
3 Months Ago
Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
3 Months Ago
Fix poison metabolism value not being serialized. Makes the poison vital UI actually work.