147,342 Commits over 4,444 Days - 1.38cph!

14 Days Ago
ballistic armor condiction pass
14 Days Ago
Merge from main
14 Days Ago
merge from main
14 Days Ago
Merge from tutorial_animator_fixups
14 Days Ago
Delete some more deprecated components
14 Days Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
14 Days Ago
Merge from PlayerRigUpdate2
14 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
14 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
15 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
15 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
15 Days Ago
New rear turret IK curves
15 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
15 Days Ago
Industrial Torch - Updated textures, changed bc from png to tga, added glass emmisive texture, setup all materials with the new textures and correct setting for on and off variants
15 Days Ago
illuminated buttons; - ran manifest
15 Days Ago
illuminated buttons; - rebuilt as prefab variants - updated colour swap lookup entries
15 Days Ago
WIP using base color brightness instead of base color tint
15 Days Ago
Merge from main (no conflicts)
15 Days Ago
Fixes
15 Days Ago
Merge from main
15 Days Ago
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
15 Days Ago
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15 Days Ago
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15 Days Ago
merge from beenie_deformhair_enum
15 Days Ago
midlength capmask update
15 Days Ago
riot helmet uses beanie deformhair
15 Days Ago
More beanie conditional meshes
15 Days Ago
Updated appropriate headwear to use beanie deformhair
15 Days Ago
mid-length beanie conditional setup
15 Days Ago
set up weapon charms on bowless_crossbow and m16a2
15 Days Ago
unity 6 VolumeManager fixes
15 Days Ago
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15 Days Ago
merge from main
15 Days Ago
charms meta files
15 Days Ago
Added beanie option to DeformHair enum
15 Days Ago
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
15 Days Ago
merge from fix_guid_null_error
15 Days Ago
merge from fix_texture_analyzer_atlas
15 Days Ago
DeployGuides: more explicit depth/stencil format
15 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
15 Days Ago
merge from ceiling_gold_stars_rotation
15 Days Ago
merge from Fix_odd_deployguides
15 Days Ago
merge from fix_ballistic_vest_description
15 Days Ago
industrial_dlc -> main
15 Days Ago
PlayerRigUpdate2 -> main
15 Days Ago
m16a2 -> main
15 Days Ago
initial setup of 2 player darts - refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not. - added interact menu options for starting 1p/2p darts games, as well as options for ending games early - games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn. - first pass on 2p game controller
15 Days Ago
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15 Days Ago
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code
15 Days Ago
Define floor network groups as bounds in the apartment building prefab