125,680 Commits over 4,171 Days - 1.26cph!

11 Minutes Ago
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
26 Minutes Ago
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
35 Minutes Ago
Rejiigged hierarchy for barge painting
41 Minutes Ago
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
41 Minutes Ago
Added WIP mannequin prop
49 Minutes Ago
More sail setup to match art
59 Minutes Ago
shifted t1 workbench around
1 Hour Ago
merge form meta_shift
1 Hour Ago
Remove a previous client side visual rotation hack for sail now we have art
1 Hour Ago
Player updates for M39 and spray can item updates
1 Hour Ago
Sail fixes
1 Hour Ago
More cleanup and removing old code.
1 Hour Ago
merge from drone_storage_slot
2 Hours Ago
Quick commit before vert painting barges
2 Hours Ago
Missed some files
2 Hours Ago
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
2 Hours 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.
2 Hours Ago
Merge from parent
2 Hours Ago
Missions now reward more/better loot
3 Hours Ago
Sail deploymennt guide mesh setup
3 Hours Ago
PlayerBoat cleanup
3 Hours Ago
More dirt added to blue containers
3 Hours Ago
Updated sail prefab with artwork
3 Hours Ago
merge from main
4 Hours Ago
merge from menu_optims
4 Hours Ago
Halloween Wallpapers - Initial setup
5 Hours Ago
merge from meta_shift
5 Hours Ago
Spike trap damage pass
5 Hours Ago
Merge from parent
5 Hours Ago
Merge from main
5 Hours Ago
merge from main
Today
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