193,687 Commits over 4,079 Days - 1.98cph!

49 Days Ago
Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
49 Days Ago
Reduce volume of croc swimming fast
49 Days Ago
- Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it - Tiger will not flee if aimed at with a melee weapon other than the spear - Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
49 Days Ago
Disable client predicted catching for now
49 Days Ago
Way more accurate landing point logic
49 Days Ago
Client predict catch logic
49 Days Ago
atmosphere experimentation
49 Days Ago
Merge from jungle_update
49 Days Ago
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
49 Days Ago
Adjust croc population to account for the fact they can only spawn in select places Slightly reduce tiger population
49 Days Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
49 Days Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
49 Days Ago
Fix corpse not being spawned from `ent kill` after refactor
49 Days Ago
Fix compile errors
49 Days Ago
Reassign all the corpse references since the field name was changed
49 Days Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code
49 Days Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
49 Days Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
49 Days Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
49 Days Ago
Half boomerang outwards travel distance
49 Days Ago
Merge from snakes
49 Days Ago
Merge from jungle_update
49 Days Ago
Merge from corpse
49 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
49 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
49 Days Ago
Fix prop_ragdoll.StartRagdollBoogie map input param type
49 Days Ago
Set viewmodel loaded anim param
49 Days Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1.
49 Days Ago
Added support for fog and snow machines
49 Days Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
49 Days Ago
Added snake to hunting trophy (large)
49 Days Ago
Merge from env_volume_performance_testing
49 Days Ago
Fixed a bug that caused the deferred indirect lighting pass to not run
49 Days Ago
Snake ragdoll setup
49 Days Ago
Merge from snakes
49 Days Ago
Slightly increase snake slow duration
49 Days Ago
Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
49 Days Ago
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
49 Days Ago
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49 Days Ago
fixed material setup on security gate
49 Days Ago
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49 Days Ago
added effects game object in prefab copied similar lights from duo sub and tweaked values
49 Days Ago
cant save thrown boomerang
49 Days Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
49 Days Ago
Rover Sub LODs, Col, and GIBs materials and textures setup propellers individually to be controlled via code
49 Days Ago
Updated hide pants and hide shirt material dirt layer
49 Days Ago
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
49 Days Ago
Boomerang wm fix