145,489 Commits over 4,413 Days - 1.37cph!

6 Minutes Ago
Attack anims only for melee items
24 Minutes Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
24 Minutes Ago
NRE fixes when using viewmodels in the skin viewer
40 Minutes Ago
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1 Hour Ago
Fixed note loot panel not saving typed text
2 Hours Ago
updating 3p jumping anims
2 Hours Ago
Disabled motion blur post process in player preview
2 Hours Ago
merge from main
3 Hours Ago
merge from lod_baker
3 Hours Ago
start on darts animation subsystem
3 Hours Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
3 Hours Ago
lod baker: write output textures as tga instead of png
3 Hours Ago
More hair conditional meshes
3 Hours Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
3 Hours Ago
industrial large furnace - reverted to a single collision material
3 Hours Ago
Stop every demo scrub from allocating a new BaseNetworkable list
3 Hours Ago
UI tweaks, added examine keybind text
3 Hours Ago
Bowless crossbow audio polishing and added sounds
3 Hours Ago
removed the material properties
3 Hours Ago
s2p on floating city scenes due to new mannequin changes
4 Hours Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
4 Hours Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
4 Hours Ago
small apartment lods
4 Hours Ago
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4 Hours Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
4 Hours Ago
merge from game_room_dlc
4 Hours Ago
boomerang_model_dupe_fix -> main
4 Hours Ago
merge from main
4 Hours Ago
Settings pass on industrial torch
4 Hours Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
4 Hours Ago
updated the collider for large furnace, added 3 material properties
4 Hours Ago
correct IO positions on industrial auto turret
5 Hours Ago
merge into main
5 Hours Ago
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5 Hours Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
5 Hours Ago
Compile fix
5 Hours Ago
merge from main
5 Hours Ago
merge from oven_iscookingflag
5 Hours Ago
Fixed typo
5 Hours Ago
Added IsCooking flag in BaseOven Set when cooking something
5 Hours Ago
binoculars_ultrawide_fixes -> main
5 Hours Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
5 Hours Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
5 Hours Ago
merge from industrial_dlc
5 Hours Ago
added industrial torch to allowed torches on torchholder
6 Hours Ago
First pass of rotten trim blends for apartments
6 Hours Ago
merge from main
6 Hours Ago
Fixed torch holders torch position issues