139,339 Commits over 4,352 Days - 1.33cph!

Today
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
Today
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Today
more cleanup of charms folder, rebuilt prefabs of both v and w ,first pass on w
Merge from main
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
Today
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
Today
Fixed some compile warnings
Today
Try to fix OSX not compiling
Today
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
Today
apartment doors added
Today
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
Today
turn off can wield while mounted to fix animation issues (temporarily), fix prefab
Today
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
Today
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Today
merge from main
Today
- Removed duplicate scripts from prefab - Updated collider - Set mesh for outline - Added correct rot to projectile to face forward when thrown
Today
bounds fixes for IO bug, minor code cleanup
Today
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
Yesterday
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Yesterday
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Yesterday
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
Yesterday
Set correct default colours
Yesterday
merge from furnace_workshop_fx
Yesterday
Add convars. Codegen.
Yesterday
Local chat convar name
Yesterday
ChatEntry.SetMessageText pulls the colour from configs based on channel instead of the current hardcoded. Add local chat colour config.
Yesterday
Camping Cooker LODs
Yesterday
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Yesterday
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Yesterday
exported edited salvaged axe refresh viewmodel animations
Yesterday
Set default discord message colour to previous discord colour.
Yesterday
Apply correct channel label colours. Colour external/discord messages correctly.