134,858 Commits over 4,293 Days - 1.31cph!

10 Months Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
10 Months 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
10 Months Ago
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10 Months Ago
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10 Months Ago
canRequireAuthIfNotLocked convar default to false
10 Months Ago
Feedback changes to piper nigrum kit
10 Months Ago
Baseline
10 Months Ago
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10 Months Ago
bee_analytics_fix -> main
10 Months Ago
Cleanup
10 Months Ago
merge from obsidianknife_setup
10 Months Ago
merge from jungle_update
10 Months Ago
fixed mesh in projectile
10 Months Ago
MaxDelta lerp speed test
10 Months Ago
jungle number decals
10 Months Ago
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10 Months Ago
obsidian bone knife prefab setup and skin setup
10 Months Ago
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
10 Months Ago
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)
10 Months Ago
All ProtectionProperties get reserialized after adding new damage type
10 Months Ago
Add "PlayerExplosion" damage type
10 Months Ago
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
10 Months Ago
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10 Months Ago
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
10 Months Ago
- Compile Errors - Codegen
10 Months Ago
Attempted fix for bee analytics not working clientside
10 Months Ago
Instead of relying on path failed event, rely on states failing
10 Months Ago
Fix tiger not moving when spawning in water bodies (even though they shouldn't naturally)
10 Months Ago
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
10 Months Ago
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
10 Months Ago
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10 Months Ago
swapping to using aimingHeld when changing to and from ADS
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Merge from parent
10 Months Ago
Merge from parent
10 Months Ago
wip backup
10 Months Ago
Anim debugging
10 Months Ago
Fixed RPC error when attempting to reskin high wall blocked by something (cherry picked from 118231)
10 Months Ago
Updating out break scientist skinning
10 Months Ago
Animation updates to blowpipe viewmodel content
10 Months Ago
Added thinner diamater radial piper nigrum kit pieces
10 Months Ago
phrases
10 Months Ago
trawler ship - onboard hardware greyboxed props set dressed the ship accordingly
10 Months Ago
Updated workshop OBJ models - Deer Skull Mask, Crossbow, Coffee Can Helmet, Chair, Burlap Pants, Burlap Shoes, Burlap Shirt, Burlap Headwrap, Leather Gloves, Bucket Helmet
10 Months Ago
range_visuals_reconnect_fix -> main
10 Months Ago
Fix range visuals not working after a disconnect and reconnect
10 Months Ago
erosion adjustments - fixed evaporation rate being stupidly high - cache ocean indices on the start and refill the ocean each step, stops it seeping out the world border - smoothstep sediment adjustment with water depth and threshold to stop erosion from high velocity deep water - properly adjust water height by sediment adjustments
10 Months Ago
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10 Months Ago
Let's try that again, merge from obisidian knife