224,797 Commits over 3,714 Days - 2.52cph!

1 Hour Ago
merge from main
2 Hours Ago
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4 Hours Ago
merge from fix_industrial_tc_deleting_items
4 Hours Ago
merge from tc_onkilled_nullcheck
4 Hours Ago
merge from tc_onkilled_nullcheck
4 Hours Ago
Added weapon chamber system, mp5 bolt feeds from mag somewhat realistically. Bullets stored as individual objects, with goal of being able to fill up mags / chamber guns manually
Leaderboard backup, run #11514
Today
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Today
Fixed potential NRE when TCs are killed
Today
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Today
A few more obvious ones
Today
Remove ModelRenderer.OnPreRender, use Transform.OnTransformChanged
Exchange weapon magazine bodygroups to reflect their current state (full, empty) Hooked up new mag components where necessary
Add hack to adjust angles of a point interactable if it's at 1 Added ability to slap the slide of certain weapons (MP5) (https://files.facepunch.com/tony/1b0311b1/slap_vr.mp4) Add Hand.Velocity, calculate velocity Add Interactable.MassScale Update prefabs
v_crowbar: attack, deploy, holster
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
Today
Support using cached servers for servers in favorites.cfg on the favorite servers tab
We travelling!
Add debug print outs for steering
Today
Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps. Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist
Today
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Today
BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
Today
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Today
improved sks shader settings and textures to improve shading of the sks
Today
exported blunderbus viewmodel wip animations
Today
added 4k textures and materials for blunderbuss
Today
Update to new project layout Move player controller stuff into library
Today
Libraries can access base addon
Today
Launcher tweaks
Today
some adjustments
Today
blunderbuss world model and lods initial prefab setup
Today
ActionGraph API change
Today
Expression graphs can have signals Means they can use variables, and control flow like conditions and loops
Today
magazines seperated for USP and M4
Today
Fixed submarine windows ignoring new fog parameter
Today
forest scene updates
Fixed issues with rigidbodies. Increased target throttle
Very simple implementation of slide release blocking the weapon's ability to fire
Today
Control flow nodes inherit async from body signals
Today
Can customize recoil values Add more USP sounds
Integrate grab point events Add PointInteractabvle.ResetOnRelease - good for the USP's slide Push slide release system
Today
Merge from main
Today
Added function to print material property blocks Also tracks registered shader uniforms (as MPBs don't tell you what's in them) Fixed TreeLOD so that continually setting shader values now works (didn't due to changing 'CurrentDistance' value)
Yesterday
Test for control flow async
Yesterday
Imported Small Rubbish Skip Prop Added Textures and Materials for Small Rubbish Skip Setup Small Rubbish Skip Prefabs, LODS and Colliders
Yesterday
Update first_person_arms_adjustments.vsubgrph
Yesterday
leaves .meta
Yesterday
Fixed Harry Potter car