241,220 Commits over 3,867 Days - 2.60cph!

1 Year Ago
added metal_painted_c + rust_b + rust_c + appropriate blends https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
1 Year Ago
Refactor levelling progression to be static, with a link to the component for displaying levels for others - so we can get this data in menu
1 Year Ago
Upped ADS recoil now
1 Year Ago
Refactor progression around a generic enough persistence system
1 Year Ago
Initial tests
1 Year Ago
Assets from core
1 Year Ago
Moved the rest of the assets to Asset Party https://asset.party/facepunch/sboxassets -This should be all the assets moved over now, I may have missed a few uploads Minimal Template pawn use Cloud.Model Watermelon
1 Year Ago
FPArms: shadow-blocker mesh prototype (kept disabled for now)
1 Year Ago
Merge from airpatch_media
1 Year Ago
Parent merge
1 Year Ago
Relax non-ironsight fire scale
1 Year Ago
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
1 Year Ago
Merge Main -> Save241
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Fix missing code from previous commit
1 Year Ago
Another fix for the boat drift system
1 Year Ago
Animgraph: Default fov back to 60
1 Year Ago
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
1 Year Ago
General improvement to boat drift-to-shore. Added InvokeRandomizedFixedTime
1 Year Ago
Wired Glass
1 Year Ago
tweaked cutout spider web mesh positions to match older mesh positions, used one of the cutouts as the guide mesh
1 Year Ago
Clear burst fire state if we run out of ammo while bursting
1 Year Ago
Ironsight changes
1 Year Ago
Set up ironsights through Max's anims
1 Year Ago
v_mp5: added idle layers
1 Year Ago
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
1 Year Ago
Animgraph: Save and restore camera settings
Leaderboard backup, run #5262
1 Year Ago
Combat misison pt2 setup, bear spawning
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Combat prep conversation
1 Year Ago
Combat mission prep
1 Year Ago
Animgraph: Enable settings button for scene widget to control lighting rigs etc
1 Year Ago
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
1 Year Ago
Fixed acquire mission objective type not properly registering items acquired that get stacked Set up misison flow and conversation for hunting/cooking mission
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from weapon_racks
1 Year Ago
Merge global_networked_bases/proper_disable_command
1 Year Ago
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1 Year Ago
v_mp5: vmat_c changes
1 Year Ago
shock target wip more shock target delayed shock delayed shock particle
1 Year Ago
v_mp5: implemented ironsights (see commit comment) Ironsights can be either code-driven or mostly animation-driven: • "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon. • "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
1 Year Ago
merge from clean_up
1 Year Ago
Add `InstancingConfigComponent` to root level of component Add option via the config to disable instancing on a prefab Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing Also disable instancing on portal prefab
1 Year Ago
Clamp panel scroll so you can't hyperscroll into oblivion
1 Year Ago
Add Editor.MapDoc.MapStaticOverlay RenderAttributes.GetInt return type should be int not float Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party Dragged static overlays use material mapping size Fix crap overlay angles from normal
1 Year Ago
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags