198,617 Commits over 4,140 Days - 2.00cph!

10 Months Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
10 Months Ago
Merge from main
10 Months Ago
Parent merge
10 Months Ago
Del missing asset metas
10 Months Ago
Merge from main
10 Months Ago
disable dynamic pricing on waterwell npc
10 Months Ago
Added color input/kv for `func_water_analog` Episodic headcrab models They have ceiling animations for ep1 + lamarr merged model Fix missing Ladder.WoodStepRight/Left soundscripts (ep2) Merged gman model Remove missing skins from certain PHX props concrete_barrier00.mdl concrete_barrier01.mdl box_torpedo.mdl box_amraam.mdl Minor code cleanup
10 Months Ago
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10 Months Ago
All paths (road / rail / powerline) avoid mountain topology
10 Months Ago
Added radius check to SpawnHandler.CharDistribution
10 Months Ago
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10 Months Ago
lowered tea sell order probability and increased refill rate to repopulate much slower
10 Months Ago
merge from main
10 Months Ago
adjusted DPV health adjusted waterwellshopkeeper inventory
10 Months Ago
Reduced river rocks density by 50 percent according to feedback
10 Months Ago
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
10 Months Ago
Update: Implementing retiring of SoundModifier Tests: none, trivial change
10 Months Ago
Fixed terrain hole at the bottom of hill cliffs
10 Months Ago
Optim: Recycle footsteps earlier Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s) Tests: Ran around on craggy - coast, grasslands, water.
10 Months Ago
Update: Log Sound stop-and-recycle requests - Log level 3 for Audio Tests: observed logs when running around (footsteps)
10 Months Ago
Fixed not being able to build on cliffs
10 Months Ago
Added second river back to 3500 size maps (removing it didn't help monuments)
10 Months Ago
Removed lake and oasis from 3500 size maps
10 Months Ago
Added incendiary and explosive boulders
10 Months Ago
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10 Months Ago
merge from water_well_fixes
10 Months Ago
increased cull distance on frontier weapons
10 Months Ago
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
10 Months Ago
Update: updating audio debug output to make cross-referencing easier Tests: Rode a zipline on Craggy, was able to track the looping sound
10 Months Ago
Bugfix: Zipline stops playing audio when reaching the end This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution. Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
10 Months Ago
Only spawn 1 river on maps <= 3500 Only spawn 2 rivers on maps <= 4000
10 Months Ago
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
10 Months Ago
Allowed reeds to spawn along the rivers again Tweaked reed scale to be more realistic
10 Months Ago
Fix water well NPC refreshing sell orders when server restarts
10 Months Ago
Update: rewrote the comment Forgot to press save in VS before submitting. Tests: none, trivial change
10 Months Ago
Update: Allow use of client-side commands for GameSetup in Editor context This simplifies some testing scenarios. Tests: Boted craggy with a couple client-only debug commands - they changed as required
10 Months Ago
Update: add sound logging under audio category Tests: Ran in editor, confirmed output
10 Months Ago
HCR viewmodel bug fix - fixed ironsight being slightly too high
10 Months Ago
Merge: from main Tests: built in editor
10 Months Ago
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10 Months Ago
Fix DPV appearing in crafting menu in tutorial
10 Months Ago
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10 Months Ago
Merge: from soundmodulator_leak Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly. Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
10 Months Ago
Bugfix: don't clear modulators when not pooling, fixes zipline NRE This was caused by my previous fix Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
10 Months Ago
Subtracting 105130 and 105295 (obfuscation_build_fix)
10 Months Ago
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10 Months Ago
merge from world_update_2
10 Months Ago
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10 Months Ago
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