135,310 Commits over 4,293 Days - 1.31cph!

12 Months Ago
Catapult default pose set to idle, fixes the noticeable change when spawning them
12 Months Ago
Galloping speed bonus when on road
12 Months Ago
Firing the catapult will block the push interaction for 2 seconds
12 Months Ago
Can't feed swimming horses
12 Months Ago
GetCurrentIngredientProgressAmount NRE fix for client ahead of the server
12 Months Ago
Med ak item setup
12 Months Ago
Don't attempt to auto equip bags and shields when taking from weapon racks
12 Months Ago
Shield cannot be raised if the player has less than 1s of time in the progress bar
12 Months Ago
Hammer is no longer usable with shield (was a bit of a downgrade since you had to unequip the shield to access upgrade options)
1 Year Ago
Hopefully fixed recurring issue where the player would be stuck in blocking state if their shield breaks while it is raised
1 Year Ago
Recoil when a player sucessfully blocks a hit is now applied to the attacker, not the defender, only applied for melee Left in the screenshake for local player on blocking a hit as it looks good
1 Year Ago
Bucket FX WIP.
1 Year Ago
Applied a new collider to all shields to increase the amount of coverage the legs and head receive, particularly while blocking
1 Year Ago
Catapult firebomb fire spread/lifetime/damage matches the incendiary rocket Slower ballista hammerhead bolt Minor build cost indicator color fix
1 Year Ago
Stop leading when horse starts ragdolling Can't lead a ragdolled horse
1 Year Ago
Fixed repair cost UI not showing as red (caused by 111605)
1 Year Ago
Tweaked mounted ballista colliders
1 Year Ago
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1 Year Ago
Static ballista rig setup Updated icon
1 Year Ago
merge from primitive/deployable_ballista
1 Year Ago
Mounted ballista detailed colliders
1 Year Ago
Reverted 111575 (restored mounted ballista rig)
1 Year Ago
Constructable entities now require the correct amount of resources Added UI showing the required resources when aiming at a constructable entity
1 Year Ago
Crash FX.
1 Year Ago
Make sure to reset leading flag when leader player dies
1 Year Ago
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1 Year Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
1 Year Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
1 Year Ago
med ak skin WIP - model skinned & exported - initial prefabs setup
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
1 Year Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
1 Year Ago
merge from primitive/gameplay
1 Year Ago
Resolved tech tree pathing issues
1 Year Ago
merge from main
1 Year Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
1 Year Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
1 Year Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
1 Year Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
1 Year Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
1 Year Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
1 Year Ago
exported tiger swipe at fire anim
1 Year Ago
S2P ferry terminal
1 Year Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
1 Year Ago
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1 Year Ago
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