194,449 Commits over 4,079 Days - 1.99cph!

6 Days Ago
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6 Days Ago
Bootstrap page, Loading Screen design
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6 Days Ago
Added swap to seat 7 and 8
6 Days Ago
Fixed an oversight in swapseats
6 Days Ago
Merge from incap_dart_blur
6 Days Ago
merge from main
6 Days Ago
merge from main
6 Days Ago
Switching blunderbus and T1 SMG to use original camera movement
6 Days Ago
Trying a blur and darken combo for incap dart. Added a screen_blur_heavy post processing file.
6 Days Ago
WIP new PickupVolume system Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up Setup on bamboo shelves for testing
6 Days Ago
Merge from targeting_attachment
6 Days Ago
Add a temporary icon, crafting costs Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
6 Days Ago
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
6 Days Ago
Merge from new_silencers
6 Days Ago
Adjusted new silencer position on custom smg, spas12 and pump shotgun
6 Days 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
6 Days Ago
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
6 Days 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
6 Days 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
6 Days Ago
Merge from main
6 Days Ago
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
6 Days Ago
Merge from apple_improvements
6 Days 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
6 Days Ago
main -> syncvars
6 Days Ago
Merge from new_silencers
6 Days 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
6 Days Ago
vending_machine_modify_listings -> main
6 Days Ago
Can now modify Vending Machine listings. Clicking on an existing listing repopulates the sell order input fields.
6 Days Ago
Merge from new_silencers
6 Days 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
6 Days Ago
bee_spawnrate_reduction -> main
6 Days Ago
Missed oak_e... Lives in a different folder
6 Days 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)
6 Days Ago
Merge from main
6 Days Ago
6 Days Ago
Merge from lr_deploy_speedup
6 Days Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
6 Days Ago
Merge from main
6 Days Ago
Merge from tea_time
6 Days Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
6 Days Ago
Merge from main
6 Days Ago
Add Buttons.DirectionalDrop, hold to use directional dropping.
6 Days Ago
Correctly include any inherited drop velocity, and the original velocity variance
6 Days Ago
Some more rough wip changes, some cleanup and sever side validation
6 Days Ago
Climate & post for remaining biomes.
6 Days Ago
Item set view model anim updates and added missing .viewmodel content
6 Days Ago
Added and updated more floor wallpaper materials for testing