194,179 Commits over 4,079 Days - 1.98cph!
Fix plant pot not working after merge from main
Block showconsole concommand
Also block tv_record clientside only.
Potential crash fix for Linux (render related)
Block showconsole concommand
Also block tv_record clientside only.
Potential crash fix for Linux (render related)
Added util.RemoveDecalsAt
Added 4th argument to util.RemoveDecalAt - remove permanent decals
Hammer: Fixed empty buttons appearing in Entity Properties
When no entity has ever been selected in the session, and Alt+Enter are pressed
Also some minor visual adjustments
medieval large wood box icon
- Merge Conflicts
- Manifest
- Codegen
main -> cookingv2 (shit ton of merge conflicts)
Apple pie temp icon, setup.
Ziggurat exterior wall lookdev progress (WIP)
Setup Bread Worldmodel and Item Prefab
Created Bread Icon
Updated Game Manifest
Reduce tiger charge range
Fixed catapult reloading issue in demos
Fixing stray vertex weights on catapult
Set eat anim to return to deploy anim when completed ready for the next food item in the stack, if there's any left.
Can now specify per-item view models to use inside the food VM.
Shows correct ones, hides other ones.
Init in deploy.
Added another pie (apple) item for testing.
Fixed horse client speed calculations going crazy when scrubbing in demos
Imported and Setup Bread Loaf Textures and Materials
Imported Half and Full Bread Loaf FBXs
Updated all wheat meshes to make them look more agricultural
Setup Folder Structure for Bread Loaf
Removed Duplicate viewmodel and worldmodel FBX's
Changed worldmodels FBX name to make naming conventions
Allow custom impact effects through base player
Set pie VM animator to always animate.
Setup ViewModelRenderer scripts.
Re-nabled UsesViewModelCamera.
Pie eating.
Animator setup.
Added Consume event to pie eat anim.
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strangler fig models - LOD and billboards, materials and textures
Merge from train_tunnel_altitude_2
brought back older corpse ragdoll prefab for player corpses that was accidentally overwritten with the new temp ragdoll setup, somehow this didn't actually cause any issues beyond losing the corpse flies
Fixed ballista choppy up and down player poses
med ak viewmodel
- removed old ak mesh from prefab
- updated attachment positions, adding bepoke where needed
- updated deploy anim to fix bolt snapping issue (also improved finger pose to remove hand intersection)
Delete placeholder pie viewmodel.
Delete placeholder pie entity.
Moved to food_pie_generic entity.
Copied FoodModelView on to new MV.
Disabled my test consuming.
Fixed RidableHorseAnimation.GetHipBlendFactorAndSpeed NRE
static ballista socket mods tweaks, deploy sound
Restored sounds on static ballista
Setup crocodile pop to spawn only in swamp, riverside or lakeside
Fixed mounted ballista swivel rotations
Implemented static ballista rig and new anims
Fixed mount pole world rotation
Make crocodile prefer being in water when roaming or fleeing unlike other animals who try to avoid it
Adjusting ballista weapon rig skinning
Fixed cases of some underground train tunnel triggers peaking out of terrain