192,689 Commits over 4,049 Days - 1.98cph!

5 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
5 Months Ago
Combining back wheel of ballista base
5 Months Ago
ruin_a backup
5 Months Ago
merge from fix_swamp_water_reflection
5 Months Ago
merge from main
5 Months Ago
prepatch phases, codegen and manifest
5 Months Ago
Fixed asset labels on all new shields, manifest
5 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
5 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
5 Months Ago
Update attack loops on reinforced shield
5 Months Ago
One more delete
5 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
5 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
5 Months Ago
Shore vector fix
5 Months Ago
Test map scene 2
5 Months Ago
Horse proper headlook setup, disabled old headlook
5 Months Ago
Horse mountable blend tree tweaks
5 Months Ago
Test map scene
5 Months Ago
Codegen
5 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
5 Months Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
5 Months Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
5 Months Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
5 Months Ago
Raw anim import
5 Months Ago
Rider galloping pose
5 Months Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
5 Months Ago
Merge from scrap_exchange_dynamic_pricing
5 Months Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
5 Months Ago
Merge from main
5 Months Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
5 Months Ago
Merge from main
5 Months Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
5 Months Ago
prefab progress
5 Months Ago
Merge from simple_upgrade
5 Months Ago
Can't upgrade after recent damage
5 Months Ago
Fixed missing animator param warning when reloading the ballista
5 Months Ago
Prevent temp ragdoll player instigated dismounts
5 Months Ago
triangle planter progress LODs, Collison and Gibs initial prefab setup - some extra work will revist tonight
5 Months Ago
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
5 Months Ago
Update description of gmod_uncache_test Fixed crashes wiith CTriggerWind when loading a save Minor clean ups Micro optimization for SWEP think More minor clean ups Added new NPC functions Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
5 Months Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
5 Months Ago
implemented ballista base rig
5 Months Ago
Merge from main
5 Months Ago
re-exported ballista weapon anims after rig update
5 Months Ago
merge from siege_weapons
5 Months Ago
Horse container, breeds Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
5 Months Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
5 Months Ago
Fixing branch name typo because I can't live with it.
5 Months Ago
Bunch of shadow cascades and distance related stuff.
5 Months Ago
mini crossbow admire anim updated and rotate barrel anti clockwise clip created