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1,326 Commits over 4,414 Days - 0.01cph!

17 Days Ago
include ao
17 Days Ago
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
17 Days Ago
merge salvaged hammer refresh
17 Days Ago
optimised salvaged hammer textures ao from 2k -> 512 renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
17 Days Ago
fixed 3p being offset from players hand
17 Days Ago
merge from main
17 Days Ago
merge from main
17 Days Ago
updated laserlight world model (improving lods) and also the lod component to be more forgiving like the muzzle brake and boost. same nasty early transition issue
17 Days Ago
adjusted muzzle brake and muzzle boost lod componenant. the lods were switching way too quickly when close up - disgustingly fast. now fixed and more consistent with weapon lod distances.
18 Days Ago
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
18 Days Ago
fixed jungle primitive loot box gibs not using the proper material upon destroy
18 Days Ago
fixed gibs for the crate_basic and its gib colliders.
18 Days Ago
re-exported crate_basic so the scale is zeroed out
18 Days Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
18 Days Ago
removed unnecessary prefab
18 Days Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
18 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
21 Days Ago
improvements to the muzzle attachment setup unified origin point for these attachements to be at their base - makes placement much easier used prototype 17 as an example and updated its muzzle attachment positions
21 Days Ago
merge from main
21 Days Ago
fixed large planter gibs spawning upside down
21 Days Ago
improved first person and specifcally 3rd person muzzle brake positioning for the following: sks, thompson, sar, pistol revolver, space lr300, pump shotgun, prototype 17, mp5, m4 shotgun, m249, m16, hmlmg, custom smg and handmade smg
21 Days Ago
optimised LOD0 of the burlap sack, much cheaper than before.
21 Days Ago
fixed spelling mistake on shipping container decal
21 Days Ago
rug culling distance now matches bear rug
22 Days Ago
diver torch shared the default torches 3p torch sound events for ignite and extinguish, even though the sounds definitions exist they're never used in for the diver torch in 3p. now it uses the proper sfx. added two sound fields to torchweapon script to allow the usage of the sound definitions.
22 Days Ago
fixed industrial torch 3p sfx not playing now it does
22 Days Ago
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
22 Days Ago
fixed torch ignite and extinguish sounds in third person
22 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
22 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
22 Days Ago
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
22 Days Ago
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
22 Days Ago
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
23 Days Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
23 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
23 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
23 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
24 Days Ago
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
24 Days Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
24 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
24 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
24 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
28 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
28 Days Ago
cherry picking from single shot world model
28 Days Ago
cherry picking from door key world model 2
28 Days Ago
cherry picking from door key world model
28 Days Ago
cherry picking from fog machine world model 2
28 Days Ago
cherry picking from fog machine world model
28 Days Ago
cherry picking from fishing tackle world models
28 Days Ago
cherry picking from small spike world models 2