138,789 Commits over 4,352 Days - 1.33cph!

12 Months Ago
Disable client predicted catching for now
12 Months Ago
Way more accurate landing point logic
12 Months Ago
Client predict catch logic
12 Months Ago
atmosphere experimentation
12 Months Ago
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
12 Months Ago
Adjust croc population to account for the fact they can only spawn in select places Slightly reduce tiger population
12 Months Ago
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
12 Months Ago
Create sleeping bag corpse as a variant of the normal sleeping bag prefab - keeps all respawn prefab setup identical
12 Months Ago
Fix corpse not being spawned from `ent kill` after refactor
12 Months Ago
Fix compile errors
12 Months Ago
Reassign all the corpse references since the field name was changed
12 Months Ago
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity` - rename methods like `DropCorpse()` -> `DropDeployableCorpse()` - keep it seperate from normal animal & player corpse code
12 Months Ago
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
12 Months Ago
Add support for sleeping bags corpses to be destroyed after a player spawns on them
12 Months Ago
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
12 Months Ago
Half boomerang outwards travel distance
12 Months Ago
Merge from snakes
12 Months Ago
Merge from jungle_update
12 Months Ago
Merge from corpse
12 Months Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
12 Months Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1. Fix prop_ragdoll.StartRagdollBoogie map input param type
12 Months Ago
Fix prop_ragdoll.StartRagdollBoogie map input param type
12 Months Ago
Set viewmodel loaded anim param
12 Months Ago
Minor cleanups Fixed HLMV.exe not running in win64/ Include Episode 2 Zombie Torso Apparently ep2_outland_01 complains about the model being different Include Episode 2 version of water_riverbed01 I have been assured the Episode 1 version is not used in Episode 1.
12 Months Ago
Added support for fog and snow machines
12 Months Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
12 Months Ago
Added snake to hunting trophy (large)
12 Months Ago
Fixed a bug that caused the deferred indirect lighting pass to not run
12 Months Ago
Snake ragdoll setup
12 Months Ago
Merge from snakes
12 Months Ago
Slightly increase snake slow duration
12 Months Ago
Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
12 Months Ago
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
12 Months Ago
fixed material setup on security gate
12 Months Ago
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12 Months Ago
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12 Months Ago
added effects game object in prefab copied similar lights from duo sub and tweaked values
12 Months Ago
cant save thrown boomerang
12 Months Ago
- Retain Boomerang on hit (lodge it like other projectiles) - Scrap bunch of left over hatchet stuff on world model - Setup semi decent LOD values - Standardise both thrown and world model settings
12 Months Ago
Rover Sub LODs, Col, and GIBs materials and textures setup propellers individually to be controlled via code
12 Months Ago
Updated hide pants and hide shirt material dirt layer
12 Months Ago
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
12 Months Ago
Boomerang wm fix
12 Months Ago
Refreshed LODs with the new lod baking tool, a first pass
12 Months Ago
Update: adding throw away tests to investigate how I cuased a native crash yesterday So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from. Tests: ran the hacky unit test
12 Months Ago
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
12 Months Ago
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12 Months Ago
Animation updates for boomerang viewmodel content
12 Months Ago
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12 Months Ago
Desal tanks texture update