192,995 Commits over 4,049 Days - 1.99cph!

4 Days Ago
network++ save++
4 Days Ago
merge jungle_update -> save267
4 Days Ago
Merge from jungle_update
4 Days Ago
Merge from main
4 Days Ago
Adjust branch colliders again
4 Days Ago
tree climbing sounds
4 Days Ago
Merge from jungle_update
4 Days Ago
Apply to descend option as well
4 Days Ago
Don't allow the player to mount a vine if they are already mounted to something
4 Days Ago
server.emojiOwnershipCheck is now a convar and enabled by default Don't show emoji not owned by the player in the gallery If a player submits a chat message with an emoji they don't own the emoji is stripped out of the message Unlock_all_skins convar is now respected for emoji ownership checks
4 Days Ago
Merge from jungle_update
4 Days Ago
Merge from jungle_dlc
4 Days Ago
Merged some safety checks
4 Days Ago
vine swinging sounds
4 Days Ago
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
4 Days Ago
Don't render vine shadows if lod > 0
4 Days Ago
Merge from jungle_update
4 Days Ago
manifest
4 Days Ago
Added a set of medium sized hura crepitans trees / prefabs, meshes, colliders, textures, materials
4 Days Ago
outofstock_log_fix -> main
4 Days Ago
Remove is out of stock log
5 Days Ago
merge from jungle_update
5 Days Ago
jungle_update -> aux3
5 Days Ago
boomerang_rebalance -> jungle_update
5 Days Ago
Adjusted a bunch of values to be happier with the faster speed
5 Days Ago
jungle_update -> aux3
5 Days Ago
vine_performance_improvements -> jungle_update
5 Days Ago
Reduced work queue vine cost to 0 ms unless vines are moving
5 Days Ago
First set of vine improvements: reduced budgeted vine loop ms by 35% Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed) Close down and organise the physics rope api
5 Days Ago
Jungle ak - removed lods from mag drop fbx ( only renders lod0 ) - removed uneeded avatar from worldmodel fbx - set up worldmodel prefab
5 Days Ago
Alien Swarm Map Icons Updates to debug_dump * Handle "0" != "0.0" cases * Add game version to output * Sort alphabetically * Align values and default values vertically for easier parsing with eyes Remove "f" from some number convar default values Remove -usetcp as it is broken anyway and has unknown purpose Implement jiggle bones for serverside ragdolls Apply correct scaling on jigglebones with model scale This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close. Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
5 Days Ago
Merge from poison_ui_fix
5 Days Ago
Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
5 Days Ago
Fix poison metabolism value not being serialized. Makes the poison vital UI actually work.
5 Days Ago
Changed colliders in piper nigrum corner pieces to prevent player obstruction. Removed obsolate col meshes.
5 Days Ago
3p jungle ak updates - added anims and animator - set up mag drop effect - updated attachment positions
5 Days Ago
vine code cleanup
5 Days Ago
Changed collision material type to rock for better sfx
5 Days Ago
fix water rendering issue on reduced render scale
5 Days Ago
Basic support for multipe upgrade paths for a SimpleUpgrade entity. Test data: external wooden walls can now be upgraded to stone, adobe or ice walls via hammer upgrades. Still missing some functionality/checks.
5 Days Ago
Nerf animal hearing in general, and croc hearing even more
5 Days Ago
First pass of proper schizolobium tree textures
5 Days Ago
rigged 3p jungle ak, initial entity setup
5 Days Ago
Initial groundwork for multiple upgrade items.
5 Days Ago
Fix corpse fixed update NRE
5 Days Ago
Fix croc thinking it's diving even though it's on land, big rewrite of all animal roam and flee eqs
5 Days Ago
wip simple upgrade reskinning
5 Days Ago
Doubled the throw and return speed
5 Days Ago
jungle_update -> aux3
5 Days Ago
vine_fixes -> jungle_update