197,231 Commits over 4,110 Days - 2.00cph!

2 Months Ago
merge from spatially aware branch - underground train tunnels and caves content converted
2 Months Ago
merge from main
2 Months Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
2 Months Ago
Merge from jungle_update
2 Months Ago
Another fix for serialisation layout
2 Months Ago
Merge from jungle_update
2 Months Ago
Compile fix
2 Months Ago
Merge from jungle_update
2 Months Ago
2 Months Ago
Added kapok_b variant Manifest
2 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
2 Months Ago
Flatten look angle when deciding what branch to swing to
2 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
2 Months Ago
Speculative TransferAllItemsToContainer nre fix
2 Months Ago
freezing_icon -> main
2 Months Ago
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
2 Months Ago
vending_machine_fridge -> main
2 Months Ago
Reset all existing vending machine prefabs to 128 slots for good measure
2 Months Ago
Remove logs, moved capacity code into delayed method.
2 Months Ago
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
2 Months Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
2 Months Ago
Fixed issue causing outpost and bandit camp vending machines to be out of stock
2 Months Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
2 Months Ago
Setup correct deployed vending machine slots 36 -> 30
2 Months Ago
Mild texture param tweak.
2 Months Ago
Snake hit screen effect.
2 Months Ago
Snake reveal & snake hide prefabs. Removed debug gizmo. Applied FX to prefab.
2 Months Ago
Eliminating more branch differences / minor cleanups
2 Months Ago
Eliminating more branch differences / minor cleanups
2 Months Ago
Fixed floor and foundation using the wrong wallpaper skin id
2 Months Ago
Texture update
2 Months Ago
Pressing right click with wallpaper in hands open the skin selection menu
2 Months Ago
Applying some properties that were modified in Procedural Map scene to the World Setup prefab Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
2 Months Ago
added dlc gesture preview and hooked up
2 Months Ago
merge from jungle_update
2 Months Ago
Fixed new jungle meats turning into spoiled bear meat when expired
2 Months Ago
Eliminating more branch differences Fix crashes to do with material's representative texture Apply FCVAR_USERINFO to gmod_npcweapon func_movelinear improvements Rework how sounds are played, so they are always consistently played, regardless if they are given, or if both sounds are the same sound. Also merged Portal 2 parented movement fixes. Allow mat_picmic below -1 in multiplayer Init text fields for func_precipitation
2 Months Ago
Fix crashes to do with material's representative texture Apply FCVAR_USERINFO to gmod_npcweapon func_movelinear improvements Rework how sounds are played, so they are always consistently played, regardless if they are given, or if both sounds are the same sound. Also merged Portal 2 parented movement fixes. Allow mat_picmic below -1 in multiplayer Init text fields for func_precipitation Eliminating more branch differences
2 Months Ago
fixed a missing mesh from collider script on corner_c prefab
2 Months Ago
Final polish pass on vm camera animations for the initial list of guns
2 Months Ago
Merge from snakes
2 Months Ago
Merge: from relationshipmanager_leaks - Server and Client-side bugfixes for pooling around RelationshipManager types Tests: local 2 player session with flicking open-closed the contacts screen and with pooling tracking
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
Merge from blowpipe
2 Months Ago
Merge from jungle_update
2 Months Ago
Merge from jungle_update
2 Months Ago
Merge from reposition
2 Months Ago
Codegen Manifest
2 Months Ago
Fixed foundation incorrect wallpaper socket name
2 Months Ago
Bugfix: return ProtoBuf.PlayerRelationships back to pool after client rpc is executed Think it was the only PlayerRelationships leak on client Tests: local session on craggy, opened&closed contacts - saw pool metrics stay stable