124,938 Commits over 4,171 Days - 1.25cph!

7 Months Ago
merge from primitive/batteringram_playercollider_fix
7 Months Ago
Reduced player collider size when sitting in the battering ram Fixes turrets, fire, spikes and explosions damaging you from outside
7 Months Ago
Fix metal detector giving out no loot because it creates an empty array by default instead of a null one
7 Months Ago
Disabled static ballista deployment on tugboats, will revisit later
7 Months Ago
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode That's a can of worms I don't want to deal with right now Tests: none, trivial change
7 Months Ago
Fixed static ballista mount culling too early
7 Months Ago
merge from primitive/techtree_constructable_infopanel/
7 Months Ago
Added the constructable item info UI panel to the tech tree as well
7 Months Ago
Added the constructable item info UI panel to the tech tree as well
7 Months Ago
merge from primitive/ballista_towing_repos
7 Months Ago
Fixed ballista towing not showing ropes
7 Months Ago
merge from catapult_ragdoll_visibility_fix
7 Months Ago
forcing culling visibility of player with ragdolling
7 Months Ago
Added generic pie.projectile. Setup test pie items as throwable.
7 Months Ago
Merge from tiger
7 Months Ago
merge from horse_double_ragdoll_fix
7 Months Ago
Bunch of throwing setup. Removed revolved VM from vm. Setup throwing VM events. Converted Food heldentity to BaseMelee
7 Months Ago
resetting airtime and grounded state when horse exits ragdoll
7 Months Ago
Updated Medieval Barricade Icon to include Mipmapping
7 Months Ago
snake anim controller set up and linked to its entity
7 Months Ago
Continuing work on zigg shell (still heavily WIP)
7 Months Ago
network++
7 Months Ago
manifest
7 Months Ago
merge from primitive
7 Months Ago
merge from primitive/deployable_ammo
7 Months Ago
Merge from main
7 Months Ago
Correct tiger audio import settings (load in bg, preload, pcm)
7 Months Ago
Add terrain layer to GroundWatch Switch explosives to Deployed layer Update chain reaction layer mask
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Custom deployed explosive - lower damage and splash radius compared to throwing type Updated pickup and deployment timers
7 Months Ago
placement effect ground watch setup - not working for now due to wider layer changes are needed
7 Months Ago
Allow siege explosive deployables to be picked up - two second pickup time Prevent deployment inside trees and nodes
7 Months Ago
Implement IIgniteable and ISplashable so the explosives can be lit and defused
7 Months Ago
More reliable chain reactions
7 Months Ago
Fixed explosives not doing damage
7 Months Ago
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7 Months Ago
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7 Months Ago
Set up flammable version, better iexplosion effects
7 Months Ago
First pass on deployable siege weapon ammo
7 Months Ago
RidableHorseAudio null checks just in case
7 Months Ago
horse skid sound
7 Months Ago
merge from primitive/era_loot_tables -> primitive
7 Months Ago
Fix so it also blocks primitive only loot tables when in vanilla
7 Months Ago
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
7 Months Ago
Rename default era from "unknown" -> "none" - doesn't change anything convar wise, only changes the code's enum
7 Months Ago
Setup steam item for medieval barricade Added new option to gate a steam item via another item Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs
7 Months Ago
Also add support to filter loot tables from the entity directly based on the era
7 Months Ago
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7 Months Ago
merge from primitive/fix_gamemode_sleeping_bags -> primitive