129,761 Commits over 4,201 Days - 1.29cph!

1 Year Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
1 Year Ago
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1 Year Ago
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1 Year Ago
Potential fix for wolves jagged jumps
1 Year Ago
Merge from blowpipe
1 Year Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
1 Year Ago
Refactor modifier application so I can use it elsewhere.
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
merge from fix_crafting_queue_wrong_item
1 Year Ago
merge from planter_night_rainfall_fix
1 Year Ago
merge from launchsite_flow_fix
1 Year Ago
merge from dpv_fixes
1 Year Ago
merge to main surrendering_duck
1 Year Ago
merge from frontier_hatchet_bc_fixes
1 Year Ago
merge from hempcolor
1 Year Ago
Merge from main
1 Year Ago
Merge from thirdperson_orbit_cam
1 Year Ago
Merge from main
1 Year Ago
WIP
1 Year Ago
Fixed some duplicate arms
1 Year Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
1 Year Ago
Merge from main
1 Year Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
1 Year Ago
Male head B rig V3
1 Year Ago
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1 Year Ago
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1 Year Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
1 Year Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
1 Year Ago
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1 Year Ago
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1 Year Ago
Fix animals walking through crates and barrels
1 Year Ago
Fix wooden covers not carving navmesh
1 Year Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
1 Year Ago
setting up metal shield viewmodel
1 Year Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
1 Year Ago
Activated towing on all siege weapons
1 Year Ago
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1 Year Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
1 Year Ago
Auto dismount player at the end of sampling (just use distance for now)
1 Year Ago
4 shot mini crossbow folder setup & basic blockout / grey box
1 Year Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
1 Year Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
1 Year Ago
Merge: from main Tests: none
1 Year Ago
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1 Year Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
1 Year Ago
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1 Year Ago
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1 Year Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code