146,696 Commits over 4,444 Days - 1.38cph!

1 Year 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
1 Year Ago
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
1 Year 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
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
1 Year Ago
Merge from apple_improvements
1 Year 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
1 Year Ago
main -> syncvars
1 Year Ago
Merge from new_silencers
1 Year 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
1 Year Ago
vending_machine_modify_listings -> main
1 Year Ago
Can now modify Vending Machine listings. Clicking on an existing listing repopulates the sell order input fields.
1 Year Ago
Merge from new_silencers
1 Year 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
1 Year Ago
bee_spawnrate_reduction -> main
1 Year Ago
Missed oak_e... Lives in a different folder
1 Year 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)
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
Merge from lr_deploy_speedup
1 Year Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
1 Year Ago
Merge from main
1 Year Ago
Merge from tea_time
1 Year Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
1 Year Ago
Merge from main
1 Year Ago
Add Buttons.DirectionalDrop, hold to use directional dropping.
1 Year Ago
Correctly include any inherited drop velocity, and the original velocity variance
1 Year Ago
Some more rough wip changes, some cleanup and sever side validation
1 Year Ago
Climate & post for remaining biomes.
1 Year Ago
Item set view model anim updates and added missing .viewmodel content
1 Year Ago
Added and updated more floor wallpaper materials for testing
1 Year 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.
1 Year Ago
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1 Year Ago
merge from vehicle_trigger_damage_fixes
1 Year Ago
missing prefab
1 Year Ago
Network flash effect Minor prefab changes
1 Year Ago
configured LootContainer damage for modular cars and bikes
1 Year Ago
tier 3 boat steering wheel blockout
1 Year Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
1 Year Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
1 Year Ago
Added a usable flash to the instant camera
Rin
1 Year Ago
Fixed Oil filter world model outline using Soda can Adjusted worldmodel collider
1 Year Ago
Shotgun & bow view model anim updates and added missing .viewmodel content
1 Year Ago
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1 Year Ago
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1 Year 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
1 Year Ago
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