132,804 Commits over 4,232 Days - 1.31cph!

12 Months Ago
-ballista pose update
12 Months Ago
merge from fix_lod_camrea_nre -> main
12 Months Ago
Try fixing LOD camera NRE again
12 Months Ago
toast to show if you're trying to edit a sculpture while it's locked
12 Months Ago
any edited sculpture shows picture CornerIcon in UI
12 Months Ago
update admin spawn rocks
12 Months Ago
merge from fix_lod_camera_nre -> main
12 Months Ago
Fix NRE when LOD is calculating on main menu but no cameras are spawned
12 Months Ago
Added emission fresnel to xmas lights
12 Months Ago
Ice shader: screensize and edge length now factor into tessellation
12 Months Ago
More compile fixes
12 Months Ago
Possible horse server fix
12 Months Ago
Codegen, manifest, protobuf, etc
12 Months Ago
Merge from siege_weapons
12 Months Ago
Merge from shields (new branch to collect all primitive stuff in one spot for media)
12 Months Ago
Restored the 2px gap between vital bars
12 Months Ago
Fixed player hitting their own shield when crouching and melee attacking
12 Months Ago
Added a OnPlayerClothingChanged client side callback to HeldEntity Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
1 Year Ago
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
1 Year Ago
Shield vm animator can now go straight to block from the melee attack end state
1 Year Ago
Merge from main
1 Year Ago
Merge from shred_helicopters
1 Year Ago
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
1 Year Ago
Merge from main
1 Year Ago
Merge from monument_scenes_renderlod_fix
1 Year Ago
-Ballista low poly model update -Ballista UV's -Ballista Materials -Ballista WIP Textures
1 Year Ago
vendor_stats_fixes -> main
1 Year Ago
Fixed a bunch of issues with single entry placement after changing scaling
1 Year Ago
- Ensured everything is in local time - Setup methods to process into 12 hour time
1 Year Ago
Fixed terrible scaling on stats menu
1 Year Ago
Added 12 and 24 hours options to timescale
1 Year Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
1 Year Ago
Add bark and footstep audio to new jump anim
1 Year Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
1 Year Ago
merge from main
1 Year Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
1 Year Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
1 Year Ago
Merge from main
1 Year Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
1 Year Ago
Stripped out the initial towing test code
1 Year Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
1 Year Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
1 Year Ago
Implement wolf headress effect on wolves
1 Year Ago
Code gen
1 Year Ago
shield 3rd person attack anim split into 3 parts
1 Year Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
1 Year Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
1 Year Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
1 Year Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped