138,735 Commits over 4,352 Days - 1.33cph!

10 Months Ago
Merge from new_silencers
10 Months Ago
Adjusted new silencer position on custom smg, spas12 and pump shotgun
10 Months Ago
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
10 Months Ago
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
10 Months Ago
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
10 Months Ago
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server Can be set to 0 to revert to the old behaviour
10 Months Ago
Merge from main
10 Months Ago
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
10 Months Ago
Merge from apple_improvements
10 Months Ago
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
10 Months Ago
main -> syncvars
10 Months Ago
Merge from new_silencers
10 Months Ago
Fixed an NRE on the t1 smg Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
10 Months Ago
vending_machine_modify_listings -> main
10 Months Ago
Can now modify Vending Machine listings. Clicking on an existing listing repopulates the sell order input fields.
10 Months Ago
Merge from new_silencers
10 Months Ago
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
10 Months Ago
bee_spawnrate_reduction -> main
10 Months Ago
Missed oak_e... Lives in a different folder
10 Months Ago
Add Flash [ON]/[OFF] display to camera UI Control flash with standard F light on/off Wider flash Created a new bulb icon (light one)
10 Months Ago
Merge from main
10 Months Ago
10 Months Ago
Merge from lr_deploy_speedup
10 Months Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
10 Months Ago
Merge from main
10 Months Ago
Merge from tea_time
10 Months Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
10 Months Ago
Merge from main
10 Months Ago
Add Buttons.DirectionalDrop, hold to use directional dropping.
10 Months Ago
Correctly include any inherited drop velocity, and the original velocity variance
10 Months Ago
Some more rough wip changes, some cleanup and sever side validation
10 Months Ago
Climate & post for remaining biomes.
10 Months Ago
Item set view model anim updates and added missing .viewmodel content
10 Months Ago
Added and updated more floor wallpaper materials for testing
10 Months Ago
Minor cleanups Queue lua_error_url messages until SteamHTTP is available Make Lua print() and error() colors the same Compile warning fixes Update Metrocop player model to have a valid shadow LOD Do not render dragndrop overlay when UI mouse input is not active A bit of a bandaid fix, but it works. Minor cleanups FPS independent CUserCmd:GetMouseY/X on server Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity") Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value. This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS.
10 Months Ago
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10 Months Ago
merge from vehicle_trigger_damage_fixes
10 Months Ago
missing prefab
10 Months Ago
Network flash effect Minor prefab changes
10 Months Ago
configured LootContainer damage for modular cars and bikes
10 Months Ago
tier 3 boat steering wheel blockout
10 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
10 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
10 Months Ago
Added a usable flash to the instant camera
Rin
10 Months Ago
Fixed Oil filter world model outline using Soda can Adjusted worldmodel collider
10 Months Ago
Shotgun & bow view model anim updates and added missing .viewmodel content
10 Months Ago
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10 Months Ago
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10 Months Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes