userMartyn Chapmancancel
reporust_rebootcancel

1,259 Commits over 487 Days - 0.11cph!

▄ ▉▄▉▆▄ ▇▋▍▄ ▄▅▇▆▊▍█▅▄▌█▋█▋▆▆▍▄▌▅▍▌█▉▋▌▍▉
█▆▇▇▌▅ ▌▆▌▊ ▇█▋▋▍▇▄▉▄█▇▉▇█▅▉▄█▊▇▊▉▄▉█▌▅▌
▍ ▇▆▋ █ ▉▉▋█▉▅ ▄▊▅▌█ ▋▋▍▇▍▋▌▇▌ ▊█▉▋ ▍▉▋▌█▇▋▊▋▊█ ▇▊ ▅▄▉▅▍▍▆▄▄▉ ▅▄▇▅▉▌▌▋▄ ▍▍ █▄▇ ▆▅▋▅▌▄▅█▍▆ ▊▌▌▋▊▉▇▋▍▍▊ ▋▄▆▅ ▋▍ ▌██ ▋▊▍▅▍▌▅▄▅▄█▋▅▅▉▋▄▅▅ █▉ ▅▉▄▋█▄▉ ▄▄▄ ▆▄█▉▄▌ ▊▌▌ ▇▆▉▍▉▍ ▊▍▋▇▋▌
Fix the editor freezing for like 5s when you first die This was due to us loading the prefab for pretty much every item that can kill you when you die in editor. This load happens at preprocess in builds Add PrefabInformation to some deployed thrown weapons so they still display correctly in the death screen
Merge from deathscreen_editor_fix
3 Days Ago
Merge from npc_phone_conversations
3 Days Ago
Add test conversation hidden behind admin convar to demo phone conversations S2P fishing villages
3 Days Ago
Stop sending some conversation state info with every speech node when we don't need to Add missing conversation to conversation manifest
3 Days Ago
Don't send string keys to format to client unless the current speech node contains that key
3 Days Ago
Merge fixes
3 Days Ago
Merge from main
3 Days Ago
Remove client conversations having a reference to the NPC entity they are talking to. Allows phone conversations across the map without having to temporarily spawn in the NPC entity clientside
4 Days Ago
Merge from grenade_drop_animations
4 Days Ago
Merge from main
4 Days Ago
▍ █▇▋▌ ▆ ▇▅█ █▇▆▋▍▉ ▌▇█▄▅ ▋▆ ▍▊▊▄▌▅▆▆█▍█▊▇ ▊█▊▊ ▅▆▌ ▇▉▍█▇██ ▄▍█▇ ▍▍▋█ ▋▅▌█▆▌▆▍█ ▌▅▉▍█▊▌▌▌▌ ▍█▊ ▅▋█ ▊▆▆ ▄▊▉▊▊▅ ▊▉▌▋ ▍▄▄▉█ ▊▅▌█▉▇ ▊█▄ ▄▋▄▄▍▄▄▉▉▍▍▌▆█▍ ▌▌ ▅▄▄▍▌▌▌▆█▉▉▆▋▍▇▅▉▉▍▄▉▉▋▋██▄▊▊ █▋▍▉ ▋▅▉▇▅▆▌ ▆▌ ▉▉█ ▆▌▄▉▊▊▍ ▍▋ ▆▊▇ ▆██▋▆ ▉▄ ▌▊▊▄▋▌▋█▇▄▌ ▊▄ ▅▇▅▉ ▄▄▍▌▌ ▍▌█ ▉▆▅▊ ▌▄▍▇█ ▊▋▊▌▆ ▋▍▅▉ ▍▍▉▊ ▅▍▇▌▋ ▆▊▆▄▋▌▉ ▆▉ ▊▌█▍▌▇▉▉▊▉▋▌▆▄▊▆▄▌▌▍▅▅ ▆▄▇▋▊▆▊▍▋▆▍▆▆▇▅▍▄▆▄▊ ▆▌▄▌▍▉▉▌▋▍▋▆▇█▉█▊▅▊▆▌▊▋▉
5 Days Ago
Merge from main
5 Days Ago
Add clear anim events to flare
5 Days Ago
- Flare 3p anims now use the grenade animation subsystem - Flare player model controller is an override of the grenade controller - Add drop state to flare viewmodel anim controller - Survey charge player model anims gets its own controller rather than using the molotov controller - Add TwoHandMask to HeldEntity subsystem, which grenade subsystem inherits - Convert molotov to use grenade subsystem
6 Days Ago
Fix viewmodel drop animations not playing for spectators
6 Days Ago
Delete unused firecrackers viewmodel prefab
6 Days Ago
Firecracker updates - Add grenade animation subsytem, remove the hold type override controller - Add missing events to 3p drop anim - Setup viewmodel anim controller for drop anims - Fix not hooked up viewmodel camera anims - Increase throw velocity
6 Days Ago
Merge from underwaterlabs_mission_fixes
6 Days Ago
Merge from underwaterlabs_mission_fixes
6 Days Ago
Merge from main
6 Days Ago
Don't raise boombox mission event for team members if they are not on the same mission
6 Days Ago
BoomBox shouldn't raise a mission event unless the instigator player has an active mission Misc code cleanup
7 Days Ago
Merge from wool_dialogue_fix
7 Days Ago
Post merge fixes
7 Days Ago
Merge from main
7 Days Ago
Merge from main
7 Days Ago
Merge from lootmenu_distance_close
7 Days Ago
Merge from main
7 Days Ago
Merge from prisonerhood_audio_muffle
7 Days Ago
Merge from main
7 Days Ago
Merge from white_beegrenade_fix
7 Days Ago
Delete the disabled mesh renderer component on VM Jar Bees. Can't find any usages of it
7 Days Ago
PredictedThrowGhost no longer enables renderer components which are saved as disabled on the prefab of the poolable grenade Fixes bee grenade appearing as white with throw prediction enabled
7 Days Ago
Restore changes from 166730
7 Days Ago
Merge from main
7 Days Ago
Merge from main
12 Days Ago
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
13 Days Ago
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
13 Days Ago
Livestock vendor now says how much wool you need when you don't have enough wool to sell
13 Days Ago
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
13 Days Ago
Merge from main
13 Days Ago
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through Allows underwater labs mission to be playable even if a lab has only 1 boombox
14 Days Ago
Merge from airwolf_repairable_pad
14 Days Ago
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
14 Days Ago
Merge from main
17 Days Ago
Fix a missing actionstring on one of the intro speech nodes