136,281 Commits over 4,444 Days - 1.28cph!

32 Days Ago
updated hair sets
32 Days Ago
Updated deformhair value for all head wearables
32 Days Ago
don't treat wearable.deformhair as a bit flag
32 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
32 Days Ago
Can only ADS item allowing ADS
32 Days Ago
integrate animation subsystem with 3p animator controller and dartboard
32 Days Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
32 Days Ago
Added mask conditional meshes to hair sets
32 Days Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
32 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
32 Days Ago
merge from main -> apartment_complex_monument
32 Days Ago
Glass AR - lowpoly model update, material tweaks
32 Days Ago
Attack anims only for melee items
32 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
32 Days Ago
NRE fixes when using viewmodels in the skin viewer
32 Days Ago
Fixed note loot panel not saving typed text
32 Days Ago
updating 3p jumping anims
32 Days Ago
Disabled motion blur post process in player preview
32 Days Ago
merge from main
32 Days Ago
merge from lod_baker
32 Days Ago
start on darts animation subsystem
32 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
32 Days Ago
lod baker: write output textures as tga instead of png
32 Days Ago
More hair conditional meshes
32 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
32 Days Ago
industrial large furnace - reverted to a single collision material
32 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
32 Days Ago
UI tweaks, added examine keybind text
32 Days Ago
Bowless crossbow audio polishing and added sounds
32 Days Ago
removed the material properties
32 Days Ago
s2p on floating city scenes due to new mannequin changes
32 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
32 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
32 Days Ago
small apartment lods
32 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
32 Days Ago
merge from game_room_dlc
32 Days Ago
boomerang_model_dupe_fix -> main
32 Days Ago
merge from main
32 Days Ago
Settings pass on industrial torch
32 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
32 Days Ago
updated the collider for large furnace, added 3 material properties
32 Days Ago
correct IO positions on industrial auto turret
32 Days Ago
merge into main
32 Days Ago
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32 Days Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
32 Days Ago
Compile fix
32 Days Ago
merge from main
32 Days Ago
merge from oven_iscookingflag