139,063 Commits over 4,474 Days - 1.30cph!

2 Months Ago
merge from main
2 Months Ago
merge from lod_baker
2 Months Ago
start on darts animation subsystem
2 Months 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
2 Months Ago
lod baker: write output textures as tga instead of png
2 Months Ago
More hair conditional meshes
2 Months Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
2 Months Ago
industrial large furnace - reverted to a single collision material
2 Months Ago
Stop every demo scrub from allocating a new BaseNetworkable list
2 Months Ago
UI tweaks, added examine keybind text
2 Months Ago
Bowless crossbow audio polishing and added sounds
2 Months Ago
removed the material properties
2 Months Ago
s2p on floating city scenes due to new mannequin changes
2 Months Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
2 Months Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
2 Months Ago
small apartment lods
2 Months 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
2 Months Ago
merge from game_room_dlc
2 Months Ago
boomerang_model_dupe_fix -> main
2 Months Ago
merge from main
2 Months Ago
Settings pass on industrial torch
2 Months Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
2 Months Ago
updated the collider for large furnace, added 3 material properties
2 Months Ago
correct IO positions on industrial auto turret
2 Months Ago
merge into main
2 Months Ago
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2 Months Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
2 Months Ago
Compile fix
2 Months Ago
merge from main
2 Months Ago
merge from oven_iscookingflag
2 Months Ago
Fixed typo
2 Months Ago
Added IsCooking flag in BaseOven Set when cooking something
2 Months Ago
binoculars_ultrawide_fixes -> main
2 Months Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
2 Months Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
2 Months Ago
merge from industrial_dlc
2 Months Ago
added industrial torch to allowed torches on torchholder
2 Months Ago
First pass of rotten trim blends for apartments
2 Months Ago
merge from main
2 Months Ago
Fixed torch holders torch position issues
2 Months Ago
fixed a bunch of prefabs with double mesh lod script dancing around killed shadows on some facade clutter
2 Months Ago
small apartment art, collision
2 Months Ago
Industrial torch animation polish pass
2 Months Ago
custom shadow proxies for apartment block building exterior
2 Months Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
2 Months Ago
spelt targeting wrong
2 Months Ago
wip avoid targetting safezones, player buildings, water, etc. prevent building at impact location.
2 Months Ago
Added cart button to skin viewer fullscreen view