130,549 Commits over 4,232 Days - 1.29cph!

1 Hour Ago
merge from puzzle_reset_changes -> main
1 Hour Ago
Enable pauseUntilLooted on water treatment Disable radiation on the manually opened puzzle room S2P
1 Hour Ago
Enable pauseUntilReset on trainyard S2P
1 Hour Ago
Enable pauseUntilLooted on dome S2P
1 Hour Ago
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle S2P
3 Hours Ago
Enable pauseUntilLooted in sats S2P - shrink from 7m -> 5m
3 Hours Ago
Enable pauseUntilLooted in radtown S2P
3 Hours Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
4 Hours Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
4 Hours Ago
Enable pauseUntilReset on harbor 1 S2P
4 Hours Ago
Enable pauseUntilLooted on ferry terminal S2P
4 Hours Ago
Add pauseUntilReset to airfield puzzle room S2P
5 Hours Ago
BoatBuildingBlock will still initialize supports if its parent is a PlayerBoat. Fixes boats collapsing when editing a boat post load/paste.
5 Hours Ago
blueprints facing proper direction
5 Hours Ago
Let bots exec admin/dev commands, filter out NPCs from bot.exec, display a success message with bot.exec.
5 Hours Ago
building planner viewmodel remake wip textures
6 Hours Ago
merge from deep_sea
6 Hours Ago
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
6 Hours Ago
merge from naval_update
6 Hours Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
Today
Fixed -tools spamming about "Too many popups!" when its not so * It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014. Fixed spritecard orientation 3 not rendering at all Unify how entities are removed Apply proposed fix for CModelLoader::Studio_ReloadModels garrysmod-issues/issues/6467 Fixed crashes to do with IK certain models Fixed an infinite loop on map unload
Today
M92 - Texture updates
Today
Hide chat log for autoswitching if the channel didn't change
Today
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
- Better AI attacking turret distance checks - Better turret DOT checks
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
Today
Fixes
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
Today
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
Today
Fixed fireball yellowification.
Today
Removed InitBounds hack in deep sea portal UpdateRenderer
Today
Fixed floating city losing their global networkness on save restore
- Wrap floating cities in the same avoidance triggers as Oilrig
Today
merge from naval_update
Today
fixed worldmodel outline not showing
Today
merge from main -> puzzle_reset_changes
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
Today
Ignore new multi command behaviour for binds, they already handled chaining before.
Today
front 50cal view model camera animations - block out
Today
lowered research costs to be in line with new workbench values
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
Today
Fix client boat building blocks after paste
Today
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
Today
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
Today
merge from main
Today
Reworked the supply drop to fix the visual regression.