136,781 Commits over 4,324 Days - 1.32cph!

2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
updated anims, skinning & anim controller
2 Years Ago
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2 Years Ago
Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
2 Years Ago
Make the BSP whitelist case insensitive Validate model header values to not crash the game later Apparently we are shipping a model with malformed data, which when accessed crashes the game. This prevents such models from being loaded with a console warning. Patch cs_fix.mdl The first local sequence weight index no longer points outside of the file's bounds Do not even try to read weight of first bone for boneless models
2 Years Ago
DroppedItems can be marked to not combine. Dug up items set to not combine so they don't auto merge if the flags are close together and their items are left on the ground after digging up.
2 Years Ago
More loot test items
2 Years Ago
Nixed fisheye distortion on NVG to stop UI markers from getting offset.
2 Years Ago
Move camera back up to default view when leaving sweetspot scan mode. Cleanup.
2 Years Ago
player update. setting up cross bow anims
2 Years Ago
Shovel item can now be used for digging flags up. Set some placeholder shovel values.
2 Years Ago
Cherry picked 91132
2 Years Ago
Merge from main
2 Years Ago
Tweaked sweet spot detection range to be more lenient. Sanity check player to flag distance. Bit of cleanup
2 Years Ago
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2 Years Ago
anim updates, transitions, animation controller setup
2 Years Ago
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2 Years Ago
Merge main again
2 Years Ago
Fixed NRE whilst reloading and switching between inventory/hotbar weapons
2 Years Ago
Ensured all neon signs stack to 5
2 Years Ago
Fixed bug causing unpowered turrets to turn on the light attachment of a weapon even when unpowered
2 Years Ago
decal layer change on some materials
2 Years Ago
removed exit time when going into scan
2 Years Ago
added scan close clip, set up blendtree in animator to go between scan far and scan close, hooked up to use scanBlend param
2 Years Ago
merge from skinning_knife_fix
2 Years Ago
Trigger scan anim from code. Remove old yaw/pitch transform placeholders.
2 Years Ago
Added scanBlend param to metal detector animator. Set scanBlend from code. Refactored some placeholder code so I can easily remove it when animation is fully setup.
2 Years Ago
player update. populated molotov override controller with 1handed explosive anims and positioned the molotov correctly in the entity prefab
2 Years Ago
Don't force VM lower in code now we have a VM setup
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
some progress from before break
2 Years Ago
merge from collision meshes as shadow fix
2 Years Ago
merge from 'generic texture improvements' contains generic barrels and forklift re-texture jobs too
2 Years Ago
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
2 Years Ago
Remove PlayerInventory.debugWearIssues, no longer needed
2 Years Ago
Fixed sleepers not updating clothing
2 Years Ago
Server logs
2 Years Ago
Print entity names
2 Years Ago
Nixed temp helper script.
2 Years Ago
Merge from main
2 Years Ago
Fireball rework for omni direct usage, applied to prefabs.
2 Years Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
2 Years Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
2 Years Ago
Reapply HeadDispenser component to player_corpse_new
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
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