199,999 Commits over 4,140 Days - 2.01cph!

5 Months Ago
merge from crafting_techtree
5 Months Ago
Techtree progress, plates, primitive and general clean up
5 Months Ago
Merge from armor_insert_crafting_screen_ui
5 Months Ago
Crafting screen armor insert information display
5 Months Ago
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5 Months Ago
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5 Months Ago
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5 Months Ago
merge from fix_copy_radius -> main
5 Months Ago
Fix copyradius not working after moving clientside
5 Months Ago
Merge from main
5 Months Ago
Removed some TriggerHurt logs
5 Months Ago
Created a custom bee trigger hurt to support modifying the hurt info Fixes PvE
5 Months Ago
Merge from crafting_slots_rolls
5 Months Ago
Applied matching armour slot settings to knight pants and hat
5 Months Ago
crafting_update -> main
5 Months Ago
bees -> crafting_update
5 Months Ago
Fix burny bees yet again
5 Months Ago
Fix logic not respecting minimum slots
5 Months Ago
Assign OwnerId to bee swarms spawned from grenades
5 Months Ago
Increased deployed beehive prevent building volume
5 Months Ago
Increase max LOD count for LOD converters
5 Months Ago
Fixed cooking workbench client NRE
5 Months Ago
Rotation corrections
5 Months Ago
Clientside rotation (this is ok so long as we use a square/sphere collider lol
5 Months Ago
- Set up really crappy move forward script - Use item mod instead - Temporarily set LODS to all be LOD0
5 Months Ago
Setup tech to allow an entity to be created on a throw. Brand new entity throw specific methods and a bunch of conversion + helper stuff added throughout.
5 Months Ago
fixes, unwrap source mesh UVs
5 Months Ago
Setup throw, throw_ready and throw_cancel animation events
5 Months Ago
Fixed broken aim animation
5 Months Ago
Add support for viewmodel renderer
5 Months Ago
Reapply cooling and warming tea recipe produced item
5 Months Ago
Merge from coop_monument_fix
5 Months Ago
crafting_update -> main
5 Months Ago
virtualitemicon_nre_fix -> crafting_update
5 Months Ago
Merge from crafting_slots_rolls
5 Months Ago
Fix virtual item icon nre
5 Months Ago
Remove a todo
5 Months Ago
Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
5 Months Ago
Merge from main
5 Months Ago
merge from main
5 Months Ago
Merge from flowers_bait
5 Months Ago
Fixed orchids, roses and sunflowers having bait value
5 Months Ago
Fixed being able to deploy chicken coops in monuments
5 Months Ago
head armor eligible for 1 slot added wood plate to t1 tech tree added asbestos and lead plate to t2 tech tree metal armor plate loot-only scientists have a chance to drop asbestos, lead, or metal plate (rarely) metal plate rarely in crates, codelocked crates added minor melee/bullet protection to all plate types removed plate movement penalty
5 Months Ago
Merge from crafting_slots_rolls
5 Months Ago
Missing files
5 Months Ago
codegen
5 Months Ago
Adjusted how armour crafting slots are calculated Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
5 Months Ago
Updated male model/prefabs Added light male player back into player seeds