128,146 Commits over 4,201 Days - 1.27cph!

1 Hour Ago
Merge from water_pump_power_fix
1 Hour Ago
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
1 Hour Ago
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
1 Hour Ago
Fix scientists moonwalking on ghost ships
1 Hour Ago
Fix InfoZone NRE from scientists on ghostships
1 Hour Ago
Mark two more collision meshes r/w
2 Hours Ago
merge npc parenting to naval update.
2 Hours Ago
merge back cannon and player animator fixes to naval_update
2 Hours Ago
Embed playable graph tooling
2 Hours Ago
Reset base animator layer weight whenever we're not playing one shots.
2 Hours Ago
Try to fix black bars on RHIB (that can show up at certain angles)
3 Hours Ago
mounted_turret_reloading -> naval_update
3 Hours Ago
3 Hours Ago
naval_update -> mounted_turret_reloading
3 Hours Ago
Fix some more dodgy angles on the front seat
3 Hours Ago
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
3 Hours Ago
3 Hours Ago
Add server convar to allow mounting the cannons outside of boats
3 Hours Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
3 Hours Ago
Topologies
4 Hours Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
4 Hours Ago
Fixaroo
4 Hours Ago
Final cliffing
4 Hours Ago
Fixed ai mounted weapon controller so it points at the right location again
4 Hours Ago
prevent rear turret clipping checks from failing right at the corners
4 Hours Ago
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
4 Hours Ago
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
4 Hours Ago
Setup swap RPG component on viewmodel
5 Hours Ago
Marked remaining floating city collision meshes r/w
5 Hours Ago
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
5 Hours Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
5 Hours Ago
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
5 Hours Ago
Merge from parent
6 Hours Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
6 Hours Ago
merge from optimize_water_body_culling -> main
Today
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
Today
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Today
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Rewrote cmounted turret client prediction
Fixes for Lumberjack and Outpost scientist NPC's
Today
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu
Today
merge from naval_update
Today
re-exported hmlmg from blender and split off ammo box
Today
Merge from boat_building
Today
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages)
Today
Merge from parent
Today
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.