141,354 Commits over 4,383 Days - 1.34cph!

1 Year Ago
Actually make the debug text visible
1 Year Ago
merge from fix_manifest_generate_loot -> main
1 Year Ago
Actually remove cl_showpluginmessages
1 Year Ago
Fix metal detector sources not spawning in the jungle
1 Year Ago
damageScale, distanceScale and projectileScale set to 1. Adjusted dart velocities.
1 Year Ago
Lerp the slack instead: way nicer result
1 Year Ago
Nuke the length calculation from the Protobuf as well
1 Year Ago
Merge from protobuf_fixes (exception trobleshooting)
1 Year Ago
Log the full exception in WorldSerialization.Save+Load
1 Year Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
1 Year Ago
- Don't take progress via RPC try and calculate it instead - Adjust length parameters to adjust as the player swings
1 Year Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
1 Year Ago
Hookup anim in holdtype so third person fire anim triggers
1 Year Ago
Some radiation dart changes: Capped to 3 applications, 10 radiation each. Effect is now reduced by radiation protection.
1 Year Ago
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
1 Year Ago
Fix compile error
1 Year Ago
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!) Battery FX fix.
1 Year Ago
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
1 Year Ago
Remove FastIK
1 Year Ago
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 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. Mention that sv_no_ain_files should be set before map load Handle missing cache file a bit better Remove cl_showpluginmessages
1 Year Ago
Jungle ground plants building displacement
1 Year Ago
merge from tunacanlamp_preventbuilding_fix
1 Year Ago
Simplelight polish WIP.
1 Year Ago
Merge from protobuf_fixes
1 Year Ago
Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
1 Year Ago
Fix RPC error in SetInheritedVelocity
1 Year Ago
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
1 Year Ago
Cleaned up, meshes, WM and icon updates
1 Year Ago
Missed a commit - darkened piper nigrum albedo layer slightly.
1 Year Ago
Tapered corner pieces of piper nigrum. Added final translucency.
1 Year Ago
Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
1 Year Ago
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1 Year Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
1 Year Ago
Bugfix: use pooled List<float> during IOEntity's slacklevels saving Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure. Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
1 Year Ago
Updated Conditional Meshes
1 Year Ago
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
1 Year Ago
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1 Year Ago
- Can throw boomerang sooner after catching it (quicker caught animation transition) - Reduce catch animation duration frames
1 Year Ago
merge from rustige_egg_spec_balance
1 Year Ago
Conditional Meshes
1 Year Ago
merge from fix_explosive_inserts/attempt_2
1 Year Ago
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1 Year Ago
Exhaust tweak.
1 Year Ago
Fixed audio.speakers setting stopping any playing looping sounds. Was abused by players to stop ambient looping sounds
1 Year Ago
Can no longer use a boomerang to gather wood or harvest bodies
1 Year Ago
Double boomerang throwing range
1 Year Ago
Merge: from playerinventory_allocs - Removing extra garbage allocs from ToArray calls Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
1 Year Ago
Update: PlayerInventory.CanWear no longer allocates an extra array - BufferList.CopyFrom now clears orphaned range, to avoid holding references to managed objects Tests: gave myself 2 maps - they correctly avoided being both on the belt