193,910 Commits over 4,079 Days - 1.98cph!

30 Days Ago
Merge from jungle_update
30 Days Ago
Merge from main
30 Days Ago
Merge from main
30 Days Ago
Update X marker data for vine tree, much more accurate now thanks to new colliders
30 Days Ago
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations Adjusted the collider of the stump to prevent players being stuck in them
30 Days Ago
Stop descending before hitting a vehicle
30 Days Ago
Add distance checks to vine interactions
30 Days Ago
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
30 Days Ago
Fixed climb interact option appearing when mounted to a vine
30 Days Ago
Vine swinging icons
31 Days Ago
More obvious difference between medium and high state of charge on battery PFX.
31 Days Ago
Mild polish on the programmer art electric wire flow overlay.
32 Days Ago
Additional kapok tree variants / prefabs / colliders Tweaked Kapok_a colllider
32 Days Ago
merge from outbreak_outfit -> jungle_update
32 Days Ago
merge from jungle_update
32 Days Ago
lerp underwater scattering changes + refactor also fix misspelled material parameter in lake/river/moonpool shaders
32 Days Ago
- added camera bone to arms only rig, enabling camera animation to be played during gestures - setup camera animation on dlc gesture - edits to 1p and 3p gesture anim length
32 Days Ago
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32 Days Ago
Fixed missing model for npc_citizen in Hammer (FGD) SMG1 ejects rifle shells, not pistol ones
32 Days Ago
Eliminate some branch differences Eliminate more branch differences with x86-64 Eliminate more branch differences with x86-64 again
32 Days Ago
Merge some crashy fix from CS:GO to do with flex verts
32 Days Ago
Merge from main
32 Days Ago
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32 Days Ago
Eliminate some branch differences Eliminate more branch differences with main Fixed missing model for npc_citizen in Hammer (FGD) SMG1 ejects rifle shells, not pistol ones
32 Days Ago
IO wire color value overhaul. No longer break PBR rules by having pitch black albedo or 255'd colors etc. Updated the base albedo and normal map. Looks better.
32 Days Ago
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32 Days Ago
1st pass view model camera animations for a selection of weapons (deploy, admire and reload only)
32 Days Ago
switched splat writing to iterate heightmap delta and write splat with normalized coords - much better results, but needs jobifying as it's much slower
32 Days Ago
Updating coconut armour view model arms fbx
32 Days Ago
3p vine swing anim first pass exported
32 Days Ago
3p throwing and waiting to catch boomerang animations
32 Days Ago
Added cool emissive mat variant Tweaked textures
32 Days Ago
More wip, smoother movement
32 Days Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
32 Days Ago
Roof and triangle roof LOS tweaks
32 Days Ago
Triangle floor and triangle foundation tweaks
32 Days Ago
Fixed transparency issues on the vine viewmodel
32 Days Ago
S2P Launch Site - Adjust terrain collision trigger volumes in launch site, fixing noclip violations around pipes
32 Days Ago
Have tiger finish off downed players instead of leaving them to die slowly
32 Days Ago
S2P jungle ruins - to refresh latest collider changes
32 Days Ago
Updating skinning for coconut armour
32 Days Ago
Some tweak and fixes Added new los pos to all building blocks
32 Days Ago
Rehooked up missing col mesh from ruin piece
32 Days Ago
Do not output ASCII control characters for color_white This is useful for exactly 1 person in the world Handle BaseTexture2 for impact particles on displacements Do not write variables at default value to config.cfg Guard against clients without new functions for DButton Fixed compile errors due to branch differences
32 Days Ago
merge from workshop_qol
32 Days Ago
Mention that sv_no_ain_files should be set before map load Handle missing cache file a bit better Remove cl_showpluginmessages Fix compile error Actually remove cl_showpluginmessages Fix crash with NPCs doing scripted sequences Remove test_entity_blocker concommand No reason to have it
32 Days Ago
Try and return to the player rather than the starting spawn location
32 Days Ago
Asset usage in Model Picker (Hammer) Ported feature from CS:GO, also fixes the model list not scrolling to selection after opened for the first time (since the picker is recreated every time now) Dedicated server workshop improvements * Cache addon list on success * On failure to connect to Steam, try to load addons from cache (this is kinda hacky) * Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently.
32 Days Ago
set dressing push on jungle ruins monuments - S2P made the slidejump decal more visible in texture tweak rope ladder more visible
32 Days Ago
Fix Bugbait and Gravity Gun reporting 0 as Clip1/2 Make SLAM consistent with weapon_frag Use primary ammo type instead of secondary ammo type. Move crossbow effects clientside Fixed sparks only playing for non local clients Fixed crossbow load glow appearing on view model when using built-in third person mode weapon_crossbow handles addons setting its clip to 1 Updated TTT (Community Contributions) * Adds FCVAR_NOTIFY to various ConVars * If voice drain is enabled, it will not be applied to admins anymore by default * Changes some text used in the main menu "New Game" section * Allows Innocents to pick-up dropped Detective hats by default * Adds an option to disable the Karma system via the main menu "New Game" hosting * fix players sometimes being revealed as dead when they chat/voicechat right as they die (again) Fix regression with Creator tool Fix scanners creating console warnings on spawnmenu spawn resource.AddFile does not add .jpg for .mdl files Fixed crashes when SubRect materials is used on a brush