190,957 Commits over 4,049 Days - 1.97cph!

12 Minutes Ago
Unsaved
37 Minutes Ago
Replace the vine renderer with a super simple line renderer (keep the old one as a prefab, can be swapped out)
40 Minutes Ago
Configure lanes on client when connecting to server (previously it didn't set any lanes on client) - fixes client paste in steam networking not having a lane to send on - use same lanes the server uses
41 Minutes Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
1 Hour Ago
Merge from parent
2 Hours Ago
Merge from parent
2 Hours Ago
Merge from jungle_update
2 Hours Ago
Merge from main
2 Hours Ago
Renamed canRequireAuthIfNotLocked -> canRequireAuthIfNoLock convar to erase any default value saved to true Set as unsaved
3 Hours Ago
Clean fix
3 Hours Ago
Rework vine spawning locations, now just spawns at a given height and radius
4 Hours Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
5 Hours Ago
Added the ability for ladders to require the player to look at the vine to climb it, prevents player going into ladder climbing mode if they strafe into a vine swinging tree
5 Hours Ago
▋▇ ▌▍ ▅▍▋▋▄▍.
5 Hours Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
5 Hours Ago
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage - similar to how salvaged hammer has a separate damage list for deployables vs walls - pass in normal damage vs player damage depending on what is hit - default to normal damage if player damage is unassigned - allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided
6 Hours Ago
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Today
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Today
canRequireAuthIfNotLocked convar default to false
Today
Feedback changes to piper nigrum kit
Today
Baseline
Today
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bee_analytics_fix -> main
Cleanup
Today
merge from obsidianknife_setup
Today
merge from jungle_update
Today
fixed mesh in projectile
Today
MaxDelta lerp speed test
Today
jungle number decals
Today
▄▍▉▅▊: ▄▇▊▄▅▌▋▌▆▄▇▊▅▍█▆▍ - ▄▇▉ ▆▆▌ ▆▇▉▌▇▌▇▆▆▅▆▄ ▇▄ ▆ ▇▌█▊▉▊ █▌▌▋▆ ▆▅▍ ▅▉█ ▋▉█▋ ▊▄█▄▍ ▌▄% █▍ ▌▄▆ ▊▊█▅ ▉▋ ▆▋▉▊▄▄▉▅, ▆▅▉▋->▇▋▊▉. ▋▌'▄▉ ▊▋█ ▇▍ ▍▅▄█▆▋ █▌▄▇ ▊▅▄▍▇▉ (▋▉▍▍) ▅█▇▊▅: ▍▊▄▄ ▅█▇▆▊ + ▄▌█▋▍▇▄ ▌▇█▍ ▇▋▌▊▄▍▆█
Today
obsidian bone knife prefab setup and skin setup
Today
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
Today
Convert PlayerExplosion damage -> Explosion damage when players are attacked - functions as "player specific explosion damage" while keeping normal explosion resistances of armor Scale PlayerExplosion damage to zero for all other entities (so PlayerExplosion doesn't anything other than players)
Today
All ProtectionProperties get reserialized after adding new damage type
Today
Add "PlayerExplosion" damage type
Today
Add `setwornarmorslots` command to change the amount of armor insert slots your worn armor has - default to setting all worn items to max slots, can provide number after
Today
Improve player head angle (yaw) when in vehicles Fix the neck snapping when looking backwards from left to right, fix 90 degree offset in prisoner pod
Today
▋▌▋▅▇: ▋▅▊▇▍▉▌▆▍▆▊▋█▉▍██ - ▊█▆▅▆▅▇ ▅▇▅ ▋██▊▊▉▌▅▉▅▆▋█▅▌▇▆▊▅▉▊ ██▆▆▆ ▍▅ ▉▍▆ ▆▊▇▅▋▉▊▍▅▊▇█▆▆▌▍▄▇▍ ▍▋▍▋▉ ▆▍▅ ██▊ ▊▉▊▌▍▅ ▄▄▄▌ ▊▊▄▍▆ ~▄▆% ▄▇▇▌▌ ▊▄ ▉▇ ▌▌▌▋▇▆, ▉▉▍▋▌->▇▆▋▌ ▄▆ ▅▆▄▌ ▌▇▆▋▅: ▄▄▋▌ ▍▉▇▊▆ + ▆▅▇█▇▅▉ ▍█▆▌ ▋▉█▌▉▉▋▉
- Compile Errors - Codegen
Attempted fix for bee analytics not working clientside
Today
Merge from jungle_update (fix tiger being stuck when spawning in river)
Today
Instead of relying on path failed event, rely on states failing
Today
Fix tiger not moving when spawning in water bodies (even though they shouldn't naturally)
Today
Fix tonemap system not getting new controller on map cleanup Fix a potential issue with game.CleanUpMap Improvements for util.TableToJson * Throw hatlng errors at all times (instead of non halting ones) * Clear any parsed data before throwing Lua errors, because the Lua errors prevent destructors from running Added "Inflictor" to Bullet structure Affects Entity.FireBullets and the bullet hooks. Inflictor sets the weapon that the damage should be credited to. Attacker being the entity that dealt the damage, i.e. a player Fixed sv_max_usercmd_move_magnitude breaking some mods Panel:PaintAt will touch Z pos only if there are any 0 values
Today
Update: adding HandleIgnoreTerrain that works on a batch of positions - also ninja-fixing a bug in batch overload of HandleIgnoreCollisions that screwed layermasks - good thing it wasn't used anywhere Tests: ran unit tests
Today
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Today
swapping to using aimingHeld when changing to and from ADS
Today
▋▅▊▆▍▊ ▌▄▉█▉ ▌█▍▅▆▄ ▅▌▄▇▌▋ █▍██ ▍▍ ▉▌ ▄█ ▍█▊▊▌ ▌▄▍▋▄'▅ ▇▍▄▍ ▄▉▉▆▌▋▌▌▇▆, ▆▉▆▍ ▅▍▊▉█ ▉▉ ▉▉▅▇ ▌▅▉▋▊ ▄▄ ▇▉ ▍█▄▊▅▋▄ ▉▆▇▊▇▌ ▄▊▅▉▌██_▇█▍▇▍▄▉▆ ▅▋▅ ▆▅▋▍▊▌▄ ▇▋▉▄▆▆ ▉▍▍▅▍▊▄▆▉ ▌▅ ██▋▋▅ ▅▋█▉▅'▇ ▅▅▄▍ ▆▉▉▋▍ ▇▆
Today
merge from main
Today
Merge from parent