192,676 Commits over 4,049 Days - 1.98cph!

5 Months Ago
Fixed terrible scaling on stats menu
5 Months Ago
Added 12 and 24 hours options to timescale
5 Months Ago
Fixed clientside only entities being considered map created Fixed being disconnected from sv_lan servers due to recent changes Entity:FollowBone doesn't check the boneID argument if given NULL Fixed Mega Gravity Gun not being able to pick up flesh Remove cheat flag from cl_wpn_sway_scale Added sv_quota_stringcmd_kick
5 Months Ago
Add bark and footstep audio to new jump anim
5 Months Ago
siege tower ladders lod and x form fixes. wheels added to guide mesh
5 Months Ago
merge from main
5 Months Ago
Reduced car radio to T1 workbench and crafting time to 15 seconds.
5 Months Ago
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
5 Months Ago
Merge from main
5 Months Ago
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
5 Months Ago
Stripped out the initial towing test code
5 Months Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
5 Months Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
5 Months Ago
Implement wolf headress effect on wolves
5 Months Ago
Code gen
5 Months Ago
shield 3rd person attack anim split into 3 parts
5 Months Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
5 Months Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
5 Months Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
5 Months Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
5 Months Ago
tweaked emissive slightly to be less blown out
5 Months Ago
set base emission to off on christmas lights
5 Months Ago
Missed Medieval Barricade Texture Files
5 Months Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
5 Months Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
5 Months Ago
Merge from main
5 Months Ago
Merge: from main Tests: none, trivial merge
5 Months Ago
Merge from simple_upgrade
5 Months Ago
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5 Months Ago
merge ice_sculpture->main (server compile fix)
5 Months Ago
server compile fix
5 Months Ago
Merge from ai_wolf_iteration
5 Months Ago
merge ice_sculptures->main
5 Months Ago
merge from main
5 Months Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
5 Months Ago
Manifest - restore water_treatment_plant_1, stomped in 108847
5 Months Ago
merge from store_renderer_fixes
5 Months Ago
merge from standard_shader_improvements
5 Months Ago
merge from t1ejectionfix
5 Months Ago
Added "StripFromStorePreview" tag, will delete any gameobjects that are loaded in the store preview Fixed snow machine throwing an NRE and not rendering properly
5 Months Ago
Merge from simple_upgrade
5 Months Ago
Merge from modding_prefabs
5 Months Ago
Fixed rotation for invis admin wall
5 Months Ago
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
5 Months Ago
Merge from main
5 Months Ago
Merge from main
5 Months Ago
Possibly fix MainCamera NRE when entering/exiting game
5 Months Ago
Merge from shields
5 Months Ago
Slightly adjust wooden shield back positions to not obscure the minicopter fuel gauge
5 Months Ago
Fixed some logic issues with the shield vm