252,798 Commits over 3,990 Days - 2.64cph!

7 Days Ago
shield sounds
7 Days Ago
Cleaned up battering ram detailed and world colliders scale
7 Days Ago
primitive -> Aux2
7 Days Ago
Fix NRE in Mini Crossbow UpdateArrowHeads method. Players can now rejoin servers they were locked out of
7 Days Ago
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7 Days Ago
Bolt LOD distances.
7 Days Ago
Jarryds fix for PlaySoundFirstPerson NRE
7 Days Ago
Fireball velocity calculation improvements. Increased tick rate on fireball small
7 Days Ago
Enabled repair and pickup on static ballista
7 Days Ago
All siege weapons item removed from loot pools
7 Days Ago
Battering ram head removed from lootpool
7 Days Ago
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7 Days Ago
New branch of primitive_media from cs 111890, prior to ballista ammo rework Cherrypicks all subsequent changes ont he branch, but not any merges from primitive Cherry picks 111915, 111916, 111917, 111919, 111962, 112033
7 Days Ago
merge from primitive
7 Days Ago
Fixed BaseVehicle.PenetrationResistance NRE
7 Days Ago
Fixed some annoying bugs still left in the new effects code
7 Days Ago
Scene tweaks
7 Days Ago
Implemented new rock models for the catapult scattershot
7 Days Ago
Tactical Gloves v4 rig
7 Days Ago
Missing files
7 Days Ago
Fixed scale issues on siege tower
7 Days Ago
Update shaders Fix implicit truncation
7 Days Ago
primitive -> Aux2
7 Days Ago
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7 Days Ago
Reset ground floor siege tower to be scale (1,1,1) - should stop projectiles getting scale warped on ground floor
7 Days Ago
Mini Crossbow second attempt at NRE fix
7 Days Ago
Fire sound loop on the idle ballista incendiary bolt.
7 Days Ago
Mode fallback / VrForward > Forward (#1805) * Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() * VrForward > Forward, reverse fallback so that old shaders with VrForward use that still * Remove duplicate Forward() and remove DepthNormal fallback * Put mode fallbacks on materialsystem init instead of gameinfo
7 Days Ago
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7 Days Ago
GrabFrameTexture/GrabDepthTexture returns grabbed render target instead of void
7 Days Ago
medieval large wood box initial model, material, prefab setup, spawnable. Needs lods, gibs, texture size reduction, icon, steam item, art pass
8 Days Ago
Updated static ballista incendiary bolt wm Updated bolts impact sound
8 Days Ago
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8 Days Ago
Pitchfork impact
8 Days Ago
Use BC7 for default material input, higher precision than DXT5, this whole material input stuff feels like bogus now Make sure we don't composite SSAO/SSR to glass, this can handled better https://files.facepunch.com/sampavlovic/1b2911b1/rcWAoleK3t.png
8 Days Ago
Piercer impacts
8 Days Ago
Spawn update
8 Days Ago
Disabled incendiary bolt enabled by default on the ballistagun prefab
8 Days Ago
Fixed hammerhead
8 Days Ago
Scene + dir changes
8 Days Ago
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
8 Days Ago
Cleanup. Hammerhead impact assignment.
8 Days Ago
LOD fixes.
8 Days Ago
Iterated on flame arrow
8 Days Ago
Merge from primitive
8 Days Ago
Revert fireball_small. Stationary check is needed.
8 Days Ago
cookingv2 -> bees
8 Days Ago
Setup mini crossbow root object
8 Days Ago
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