197,083 Commits over 4,110 Days - 2.00cph!

2 Months Ago
Merged some safety checks
2 Months Ago
vine swinging sounds
2 Months Ago
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
2 Months Ago
Don't render vine shadows if lod > 0
2 Months Ago
Merge from jungle_update
2 Months Ago
manifest
2 Months Ago
Added a set of medium sized hura crepitans trees / prefabs, meshes, colliders, textures, materials
2 Months Ago
outofstock_log_fix -> main
2 Months Ago
Remove is out of stock log
2 Months Ago
merge from jungle_update
2 Months Ago
jungle_update -> aux3
2 Months Ago
boomerang_rebalance -> jungle_update
2 Months Ago
Adjusted a bunch of values to be happier with the faster speed
2 Months Ago
jungle_update -> aux3
2 Months Ago
vine_performance_improvements -> jungle_update
2 Months Ago
Reduced work queue vine cost to 0 ms unless vines are moving
2 Months Ago
First set of vine improvements: reduced budgeted vine loop ms by 35% Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed) Close down and organise the physics rope api
2 Months Ago
Jungle ak - removed lods from mag drop fbx ( only renders lod0 ) - removed uneeded avatar from worldmodel fbx - set up worldmodel prefab
2 Months Ago
Alien Swarm Map Icons Updates to debug_dump * Handle "0" != "0.0" cases * Add game version to output * Sort alphabetically * Align values and default values vertically for easier parsing with eyes Remove "f" from some number convar default values Remove -usetcp as it is broken anyway and has unknown purpose Implement jiggle bones for serverside ragdolls Apply correct scaling on jigglebones with model scale This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close. Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
2 Months Ago
Merge from poison_ui_fix
2 Months Ago
Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
2 Months Ago
Fix poison metabolism value not being serialized. Makes the poison vital UI actually work.
2 Months Ago
Changed colliders in piper nigrum corner pieces to prevent player obstruction. Removed obsolate col meshes.
2 Months Ago
3p jungle ak updates - added anims and animator - set up mag drop effect - updated attachment positions
2 Months Ago
vine code cleanup
2 Months Ago
Changed collision material type to rock for better sfx
2 Months Ago
fix water rendering issue on reduced render scale
2 Months Ago
Basic support for multipe upgrade paths for a SimpleUpgrade entity. Test data: external wooden walls can now be upgraded to stone, adobe or ice walls via hammer upgrades. Still missing some functionality/checks.
2 Months Ago
Nerf animal hearing in general, and croc hearing even more
2 Months Ago
First pass of proper schizolobium tree textures
2 Months Ago
rigged 3p jungle ak, initial entity setup
2 Months Ago
Initial groundwork for multiple upgrade items.
2 Months Ago
Fix corpse fixed update NRE
2 Months Ago
Fix croc thinking it's diving even though it's on land, big rewrite of all animal roam and flee eqs
2 Months Ago
wip simple upgrade reskinning
2 Months Ago
Doubled the throw and return speed
2 Months Ago
jungle_update -> aux3
2 Months Ago
vine_fixes -> jungle_update
2 Months Ago
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
2 Months Ago
merge from jungle_update
2 Months Ago
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
2 Months Ago
merge from jungle_dlc
2 Months Ago
First pass view model camera animations for all explosives
2 Months Ago
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
2 Months Ago
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2 Months Ago
Cherrypicked 119958 (Fixed the alpha channel's blend settings for deferred mesh decal materials)
2 Months Ago
Fixed the alpha channel's blend settings for deferred mesh decal materials
2 Months Ago
jungle_update -> vine_capsule_render
2 Months Ago
Reassigned materials
2 Months Ago
jungle_update -> Aux3