125,671 Commits over 4,171 Days - 1.26cph!

7 Minutes Ago
Remove a previous client side visual rotation hack for sail now we have art
29 Minutes Ago
Player updates for M39 and spray can item updates
32 Minutes Ago
Sail fixes
32 Minutes Ago
More cleanup and removing old code.
35 Minutes Ago
merge from drone_storage_slot
47 Minutes Ago
Quick commit before vert painting barges
50 Minutes Ago
Missed some files
57 Minutes Ago
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
58 Minutes Ago
- Added optional independent tiling and offset for the standard shader's emission map. - Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface. - Improved formatting for the emission section of the material editor.
1 Hour Ago
Merge from parent
1 Hour Ago
Missions now reward more/better loot
1 Hour Ago
Sail deploymennt guide mesh setup
1 Hour Ago
PlayerBoat cleanup
1 Hour Ago
More dirt added to blue containers
1 Hour Ago
Updated sail prefab with artwork
2 Hours Ago
merge from main
2 Hours Ago
merge from menu_optims
3 Hours Ago
Halloween Wallpapers - Initial setup
3 Hours Ago
merge from meta_shift
3 Hours Ago
Spike trap damage pass
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
merge from main
6 Hours Ago
Spawns
Today
Ground spawns.
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
Today
Fixed reticle in settings preview not getting scaled correctly when not connected to a server Get rid of IndependentScale, just do it myself
Today
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Today
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Today
progress on guide mesh rendering improvements
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
Today
water shader data fixes Fixes water on sp_a3_03 looking wrong, but not completely EnvMap support for expensive water Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work
Today
Fix color picker events, upgrade components to look more rust-y
Walkway LOD/COL progress
Today
Various cleanup/refactoring/optimization bits Get rid of allocations, stop settings preview crosshair updating while menu is closed Add convar to reset crosshair back to default Fix compile error
Today
w_hmlmg updates - re-skinned updated uv'd model & re-exported w_hmlmg_rigged - set updated rigged model to import mats (as per new workflow) - set mats on .entity to revert to receive updates - rebuilt .worldmodel prefab due to existing model used not being linked
Today
Add colourpicker to workshop skin editor, switch skin editing rows to FlexElement
Today
UI pages cache their scroll rect components and disable them when invisible
Today
Musical instrument and bow updates for entity, hold types and anims
Today
merge from main
Today
Cargo can no longer exit the main island from the deep sea side Added cargoship.egress command
Today
More dirt on food market containers. Alpha added to hanging fish material.
Today
Removed the blue cast from the clovers on our old grass splat texture.
Today
Ground spawn improvements.
Today
merge from skeleton_bonename_fix
Today
Changed BoneProperty name tpye from phrase to string instead No reasons to have phrases, they arent translated, we always excluded them from the phrase update and its causing issue with the recent localization changes