130,751 Commits over 4,232 Days - 1.29cph!

10 Months Ago
Cherry picking 111563
10 Months Ago
horse ragdoll tweaks
10 Months Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
10 Months Ago
Fix oversight in aim time calculation
10 Months Ago
Fix tiger thinking someone is always aiming at him
10 Months Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
10 Months Ago
Merge from multi_auth_radius
10 Months Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
10 Months Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
10 Months Ago
Fix baseEntity.query returning client entities in editor
10 Months Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
10 Months Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
10 Months Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
10 Months Ago
Restrict shotgun ammo types Restrict SAM ammo T2 Techtree progression
10 Months Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
10 Months Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
10 Months Ago
Sam Site restricted
10 Months Ago
Swapped beehive prefab over to using new blockout
10 Months Ago
T1 Tech tree, relatively unchanged
10 Months Ago
Tweaked siege weapon constructables deploy volumes
10 Months Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
10 Months Ago
Merge from main
10 Months Ago
exported tiger prowl low/idle anims
10 Months Ago
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
10 Months Ago
added new player loadout
10 Months Ago
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at BallistaGun shows the health of the vehicle Horse temp ragdoll shows the health of the horse
10 Months Ago
merge from med ak skin branch
10 Months Ago
Add counter to blackboard
10 Months Ago
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
10 Months Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
10 Months Ago
don't let ragdoll test convar try and ragdoll a client entity
10 Months Ago
Updated mounted ballista and ballista name and shortname Manifest
10 Months Ago
merge from primitive/deployable_ballista
10 Months Ago
Added ArgEx.GetPlayerArgs extension method which treats every parameter after given index as a player and returns a list of the players. Add authradius_multi and deauthradius_multi commands to work on a list of players. Uses issuing players position for radius location. Adding them as additional commands to preserve the single user version and their behaviour where the target's player position is used instead.
10 Months Ago
Updated knight armour set icons after texture changes
10 Months Ago
Reduced the temp ragdolling maximum time
10 Months Ago
stop trying to kill ragdoll twice
10 Months Ago
don't show health info on temp horse ragdoll
10 Months Ago
Tiger fire reaction
10 Months Ago
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10 Months Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
10 Months Ago
Damage states
10 Months Ago
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up) Reduced minimum time the shield has to be raised to 0.5s
10 Months Ago
merge from primitive_gm -> primitive
10 Months Ago
Fix metal shield prefab
10 Months Ago
Increased ballista bolts projectile speed Changed the placeholder bolts damage so they aren't all doing the same damage (wip) Tweaked siege weapon health and protection
10 Months Ago
DofExposer doesn't change values on enable