130,680 Commits over 4,232 Days - 1.29cph!

Yesterday
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
Yesterday
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
Yesterday
M92 - Texture updates
Yesterday
Hide chat log for autoswitching if the channel didn't change
Yesterday
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
Yesterday
scientist_boat_ai_improvements_3 -> naval_update
Yesterday
scientist_boat_ai_improvements -> naval_update
Yesterday
- Better AI attacking turret distance checks - Better turret DOT checks
Yesterday
- 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
Yesterday
Fixes
Yesterday
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
Yesterday
Yesterday
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
Yesterday
Fixed fireball yellowification.
Yesterday
Removed InitBounds hack in deep sea portal UpdateRenderer
Yesterday
Fixed floating city losing their global networkness on save restore
Yesterday
- Wrap floating cities in the same avoidance triggers as Oilrig
Yesterday
merge from naval_update
Yesterday
fixed worldmodel outline not showing
Yesterday
merge from main -> puzzle_reset_changes
Yesterday
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
Yesterday
Ignore new multi command behaviour for binds, they already handled chaining before.
Yesterday
front 50cal view model camera animations - block out
Yesterday
lowered research costs to be in line with new workbench values
Yesterday
- 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
Yesterday
Fix client boat building blocks after paste
Yesterday
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.
Yesterday
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
Yesterday
merge from main
Yesterday
Reworked the supply drop to fix the visual regression.
Yesterday
Add proper null check when dismounting weapon seats
Yesterday
Merge from parent
Yesterday
Compile fix
Yesterday
merge from boat_building
Yesterday
Updating rf transmitter deploy animation
Yesterday
Predict reload syncvar
Yesterday
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
Yesterday
- Apply head animations to be in reference to the starting head position/rotation
Yesterday
blowpipe animation updates
Yesterday
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
Yesterday
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Yesterday
Merge from horse_medsyringe_healing
Yesterday
Fix mission event for healing using wrong prefab ID
Yesterday
mini fridge corpse mesh
Yesterday
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
Yesterday
Merge from parent
Yesterday
viewmodel camera animations for rear 50cal
Yesterday
merge from tax_convars_rename
Yesterday
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)