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

50 Days Ago
Rotation corrections
50 Days Ago
Clientside rotation (this is ok so long as we use a square/sphere collider lol
50 Days Ago
- Set up really crappy move forward script - Use item mod instead - Temporarily set LODS to all be LOD0
50 Days Ago
Setup tech to allow an entity to be created on a throw. Brand new entity throw specific methods and a bunch of conversion + helper stuff added throughout.
50 Days Ago
fixes, unwrap source mesh UVs
50 Days Ago
Setup throw, throw_ready and throw_cancel animation events
50 Days Ago
Fixed broken aim animation
50 Days Ago
Add support for viewmodel renderer
50 Days Ago
Reapply cooling and warming tea recipe produced item
50 Days Ago
Merge from coop_monument_fix
50 Days Ago
crafting_update -> main
50 Days Ago
virtualitemicon_nre_fix -> crafting_update
50 Days Ago
Merge from crafting_slots_rolls
50 Days Ago
Fix virtual item icon nre
50 Days Ago
Remove a todo
50 Days Ago
Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
50 Days Ago
Merge from main
50 Days Ago
merge from main
50 Days Ago
Merge from flowers_bait
50 Days Ago
Fixed orchids, roses and sunflowers having bait value
50 Days Ago
Fixed being able to deploy chicken coops in monuments
50 Days Ago
head armor eligible for 1 slot added wood plate to t1 tech tree added asbestos and lead plate to t2 tech tree metal armor plate loot-only scientists have a chance to drop asbestos, lead, or metal plate (rarely) metal plate rarely in crates, codelocked crates added minor melee/bullet protection to all plate types removed plate movement penalty
50 Days Ago
Merge from crafting_slots_rolls
50 Days Ago
Missing files
50 Days Ago
codegen
50 Days Ago
Adjusted how armour crafting slots are calculated Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
50 Days Ago
Updated male model/prefabs Added light male player back into player seeds
50 Days Ago
Compile fix
50 Days Ago
- Setup item - Temporary image
50 Days Ago
main -> boomerang
50 Days Ago
crafting_update -> main
50 Days Ago
bees -> crafting_update
50 Days Ago
Missing preprocessor checks
50 Days Ago
Compile errors
50 Days Ago
Add tests to confirm it converts generic names properly
50 Days Ago
Fix TypeNameCache having a typo in the regex that converts List`1[int] -> List<int>
50 Days Ago
New bee particle script to hopefully cut down on the sub emitters turning on/off all the bloody time
50 Days Ago
Implement new death particles
50 Days Ago
merge from fix_ownership_scientist -> main
50 Days Ago
bee_damage -> bees
50 Days Ago
Beehive: - Fix a bug preventing humidity from being reduced if a roof was used or a fire was placed nearby - Improvements to loot panel reliability - Protobuf the humidity too - Code cleanup and simplification
50 Days Ago
fixed bee grenade unlock
50 Days Ago
Fix scientist corpses not assigning item ownership
50 Days Ago
Removed bee sounds from bee grenade entity (kept on the world and view model)
50 Days Ago
XP Convar fixes
50 Days Ago
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50 Days Ago
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50 Days Ago
manifest, (harbor_2.prefab got nuked)
50 Days Ago
merge from crafting_update
50 Days Ago
restoring workbench unlocking to prior behavior, default unlock, no techtree progression to unlock