194,087 Commits over 4,079 Days - 1.98cph!

Today
WIP new PickupVolume system Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up Setup on bamboo shelves for testing
Today
Merge from targeting_attachment
Today
Add a temporary icon, crafting costs Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
Today
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
Today
Merge from new_silencers
Today
Adjusted new silencer position on custom smg, spas12 and pump shotgun
Today
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Today
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Today
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Today
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server Can be set to 0 to revert to the old behaviour
Today
Merge from main
Today
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Today
Merge from apple_improvements
Today
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
main -> syncvars
Today
Merge from new_silencers
Today
Fixed an NRE on the t1 smg Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
vending_machine_modify_listings -> main
Can now modify Vending Machine listings. Clicking on an existing listing repopulates the sell order input fields.
Today
Merge from new_silencers
Today
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
bee_spawnrate_reduction -> main
Missed oak_e... Lives in a different folder
Add Flash [ON]/[OFF] display to camera UI Control flash with standard F light on/off Wider flash Created a new bulb icon (light one)
Today
Merge from main
Today
Merge from lr_deploy_speedup
Today
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
Today
Merge from main
Today
Merge from tea_time
Today
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
Today
Merge from main
Yesterday
Add Buttons.DirectionalDrop, hold to use directional dropping.
Yesterday
Correctly include any inherited drop velocity, and the original velocity variance
Yesterday
Some more rough wip changes, some cleanup and sever side validation
Yesterday
Climate & post for remaining biomes.
Yesterday
Item set view model anim updates and added missing .viewmodel content
Yesterday
Added and updated more floor wallpaper materials for testing
Yesterday
Minor cleanups Queue lua_error_url messages until SteamHTTP is available Make Lua print() and error() colors the same Compile warning fixes Update Metrocop player model to have a valid shadow LOD Do not render dragndrop overlay when UI mouse input is not active A bit of a bandaid fix, but it works. Minor cleanups FPS independent CUserCmd:GetMouseY/X on server Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity") Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value. This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS.
Yesterday
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Yesterday
merge from vehicle_trigger_damage_fixes
Yesterday
missing prefab
Yesterday
Network flash effect Minor prefab changes
Yesterday
configured LootContainer damage for modular cars and bikes
Yesterday
tier 3 boat steering wheel blockout
Yesterday
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
Yesterday
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
Yesterday
Added a usable flash to the instant camera
Rin
Yesterday
Fixed Oil filter world model outline using Soda can Adjusted worldmodel collider
Yesterday
Shotgun & bow view model anim updates and added missing .viewmodel content