197,400 Commits over 4,110 Days - 2.00cph!

3 Months Ago
Fixed trees not respawning Added debug.respawnvinetreesinradius
3 Months Ago
Fix vine viewmodels appearing for all players in network range when someone swings on a vine
3 Months Ago
Bunch of WIP to support transitioning the snake entity to being a resource dispenser on death without using a separate corpse, so that we can keep the nicer death anim as a corpse visual and eliminate some ragdoll issues too.
3 Months Ago
Fixed NRE on server startup when loading a player mounted to a saddle that belonged to an invalid mountable (horse prefab name was changed)
3 Months Ago
Kapok tree stump polish / improved ao on kapok trees
3 Months Ago
Ceiling light facelift. _nobracket variant of the model, so that it doesn't look bolted to mid-air. Volumetrics vs refraction interference fix.
3 Months Ago
Kapok tree / fixed vertex color
3 Months Ago
Updated swinging vine view model with more geometry Added leaf flutter to the vine
3 Months Ago
Remove some unused variables
3 Months Ago
Actually make the debug text visible
3 Months Ago
merge from fix_manifest_generate_loot -> main
3 Months Ago
Actually remove cl_showpluginmessages
3 Months Ago
Fix metal detector sources not spawning in the jungle
3 Months Ago
damageScale, distanceScale and projectileScale set to 1. Adjusted dart velocities.
3 Months Ago
Lerp the slack instead: way nicer result
3 Months Ago
Nuke the length calculation from the Protobuf as well
3 Months Ago
Merge from protobuf_fixes (exception trobleshooting)
3 Months Ago
Log the full exception in WorldSerialization.Save+Load
3 Months Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
3 Months Ago
- Don't take progress via RPC try and calculate it instead - Adjust length parameters to adjust as the player swings
3 Months Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
3 Months Ago
Hookup anim in holdtype so third person fire anim triggers
3 Months Ago
Some radiation dart changes: Capped to 3 applications, 10 radiation each. Effect is now reduced by radiation protection.
3 Months Ago
Updated wood armour gloves materials, textures, and viewmodel and viewmodel prefab
3 Months Ago
Fix compile error
3 Months Ago
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!) Battery FX fix.
3 Months Ago
Baked LOD3s for piper nigrum. Rehooked up disconnected LOD states.
3 Months Ago
Remove FastIK
3 Months Ago
Fix regression with Creator tool Fix scanners creating console warnings on spawnmenu spawn resource.AddFile does not add .jpg for .mdl files Fixed crashes when SubRect materials is used on a brush Dedicated server workshop improvements * Cache addon list on success * On failure to connect to Steam, try to load addons from cache (this is kinda hacky) * Run Steam callbacks when waiting for Steam Log On, maybe that makes it work more consistently. Mention that sv_no_ain_files should be set before map load Handle missing cache file a bit better Remove cl_showpluginmessages
3 Months Ago
Jungle ground plants building displacement
3 Months Ago
merge from tunacanlamp_preventbuilding_fix
3 Months Ago
Simplelight polish WIP.
3 Months Ago
Merge from protobuf_fixes
3 Months Ago
Fix RPC error in SetInheritedVelocity
3 Months Ago
Fixed tuna can lamp blocking placement through walls, its prevent building volume was quite large Also fixed its bounds that were completely off, causing issues with LOS checks and error messages
3 Months Ago
viewmodel - Edited end of reload to finish in ADS idle pose (to stop it freaking out if r/click is held prior to it finishing)
3 Months Ago
Cleaned up, meshes, WM and icon updates
3 Months Ago
Missed a commit - darkened piper nigrum albedo layer slightly.
3 Months Ago
Tapered corner pieces of piper nigrum. Added final translucency.
3 Months Ago
Fixed misaligned interior pillars inside Zigg on LOD1 and LOD2.
3 Months Ago
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3 Months Ago
Merge: from ioentity_slacklevels_pooling - Fixes IO entity spilling List<float> on save Tests: build a couple water tanks and checked pool.print_memory
3 Months Ago
Bugfix: use pooled List<float> during IOEntity's slacklevels saving Avoids inflating List<float> in the pool, and eventually spilling them, leading to GC pressure. Tests: on craggy build a couple water tanks - checked that "List`1[System.Single" pooled active objects doesn't go negative
3 Months Ago
Updated Conditional Meshes
3 Months Ago
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
3 Months Ago
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3 Months Ago
- Can throw boomerang sooner after catching it (quicker caught animation transition) - Reduce catch animation duration frames
3 Months Ago
Conditional Meshes