249,848 Commits over 3,959 Days - 2.63cph!

7 Months Ago
Fixed vendor positions Fixed weird wheel placement issues
7 Months Ago
Add ladder
7 Months Ago
Better JumpPosition logic
7 Months Ago
Ladders can be trigger volumes
7 Months Ago
Fix MapCallouts NRE
7 Months Ago
Work in progress - added Laplacian on Gaussian for edge preservation + darkness control + other small changes Ditto
7 Months Ago
Vibration output
7 Months Ago
Map callouts
7 Months Ago
Support more binding types, wrap xr calls in OPENXR_CHECK(...)
7 Months Ago
Hide xhair while dead or we don't have a viewer
7 Months Ago
Make the minimap bigger while the scoreboard is open
7 Months Ago
FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support
7 Months Ago
Use struct constructor instead of builder pattern for instances Remove "reserved" enum entries Add vjson (zpostfacto/vjson) Load action sets, actions, and bindings from actions.json (similar to how steamvr does it)
7 Months Ago
storage building large - wip, material definitions
7 Months Ago
Clear player body's interpolation when setting ragdoll state
7 Months Ago
Clamp minimap coords, use better bbox projection for volumes
7 Months Ago
Fix bug where blood effects will spawn in a weird spot, something to do with GameTransform interpolation?
7 Months Ago
Fixed masks not being applied to outfits
7 Months Ago
Fixed potential NRE in scoped weapon
7 Months Ago
M700: Can configure zoom levels per-level, first zoom level actually zooms in
7 Months Ago
player update. 3p revolver animations edited to match viewmodel
7 Months Ago
Fix spectating players not seeing sniper scope
7 Months Ago
Fix case where you couldn't spectate the remaining player
7 Months Ago
Fixed "launching" text showing when adding a new project (and not launching it)
7 Months Ago
Always show map markers when there's no viewer
7 Months Ago
Prevent players from colliding with weapon pickups
7 Months Ago
Return to menu for now
7 Months Ago
Merge from main
7 Months Ago
Anarchists outfit adjustments
7 Months Ago
Finish Screen
7 Months Ago
Add DiscardCategories, DiscardSubcategories
7 Months Ago
Genericise minimap elements, add dropped c4 marker T Status message when the bomb needs picking back up
7 Months Ago
Redone outfit system to use ClothingContainer - means we get to keep player's preferences then apply outfits on top. Toggle helmet off/on based on if we have a helmet Blood effect, sounds in player
7 Months Ago
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7 Months Ago
Use Sandbox.Json.options in BaseFileSystem JSON methods
7 Months Ago
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7 Months Ago
Vending machines now take random amount of entries if the entries supplied are higher than 7
7 Months Ago
added impact_sparks fx
7 Months Ago
adjust player post-processing
7 Months Ago
Muzzle flash movement made local Hook in some code for headshot effects and sounds (with helmet variants)
7 Months Ago
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
7 Months Ago
Fix ragdoll
7 Months Ago
Gizmo.Draw.LineCapsule fix (#5600)
7 Months Ago
Tutorial button
7 Months Ago
DataHelper for reading / writing to FileSystem.Data Makes sure that custom converters are used, for things like GameResource references. Fix UFItems defaults Default item resources had been moved to resources/items/default, and let's use them as the defaults in SetUpUnicycle in case any are null in unicycle.dress.json
7 Months Ago
merge from main
7 Months Ago
Minor collider edit
7 Months Ago
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
7 Months Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
7 Months Ago
v_mp5: various changes, see commit comments • 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour • reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭 • reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition • updated idle pose to take less screen space • fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count • small improvements to reload animations