242,522 Commits over 3,867 Days - 2.61cph!

2 Months Ago
Player footsteps, double jump sound and effects
2 Months Ago
decal_brick_damage_a meta
2 Months Ago
Merge from ai_wolf_iteration
2 Months Ago
Self intersecting polygon bug on Food_Cache_005
2 Months Ago
Ability, DoubleJumpAbility - testing the waters for a good enough API for this
2 Months Ago
Typo In Motor Tool (#2102) Fixes garrysmod-issues/issues/5976
2 Months Ago
Update: SoundModulation.Modulator now implements IPooled Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this. Tests: local session, ran around and shot - could hear steps, impact on different surfaces
2 Months Ago
Merge from main
2 Months Ago
Remove test script
2 Months Ago
Conservatively fix compile error caused by #if SERVER
2 Months Ago
Make target component API usage more consistent
2 Months Ago
Impulse Improve third person camera
2 Months Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
2 Months Ago
Fixed community UI font loading (introduced by 103397) Changed the way we load the default font so changing its path won't break CUI anymore
2 Months Ago
Updated wainscotting icons
2 Months Ago
Only turn on player's camera if in control
2 Months Ago
NetworkHelper, PlayerDresser
2 Months Ago
Added hex-a-gone prototype
2 Months Ago
Add basic movement, third person camera
2 Months Ago
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
2 Months Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
2 Months Ago
Replace menu music with something that makes people less angry Loading screen music only plays on first loading screen
2 Months Ago
merge from main
2 Months Ago
Fixed spraycan menu not interactable
2 Months Ago
Epsilon tweak
2 Months Ago
A new start, reformat project in scene
2 Months Ago
Wider and stronger lakeside topology for lakes and oasis UE's
2 Months Ago
Fix TimeSince/TimeUntil getting fucked when playing in editor Fixes sbox-issues/issues/6312#issuecomment-2309487594
2 Months Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
2 Months Ago
Committing WIP work as need to switch branch
2 Months Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
2 Months Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
2 Months Ago
Removed missing guid rocks from craggy
2 Months Ago
Merge: from main Tests: none
2 Months Ago
Don't hide moderately downvoted games Better gamejam list
2 Months Ago
Leaderboard backup, run #13492
2 Months Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
2 Months Ago
Add NPC/vending spawners to water well C and E
2 Months Ago
Lowered chance of teas in food cache loot table
2 Months Ago
2 Months Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
2 Months Ago
Scale music volume using mixer
2 Months Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
2 Months Ago
Protobuf
2 Months Ago
Merge from net_vis
2 Months Ago
Merge from main
2 Months Ago
Merge from npc_dynamic_pricing_updates
2 Months Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
2 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
2 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement