132,986 Commits over 4,232 Days - 1.31cph!

1 Hour Ago
merge from main/space_station_weapon_skin
1 Hour Ago
fix missing sound class and template assignments on space lr300 sound defs 🤔
1 Hour Ago
make one specific damaged boat sting sound less stupid
1 Hour Ago
merge from main/naval_update/floating_cities/island_ambience
1 Hour Ago
couple minor volume tweaks
2 Hours Ago
merge from main/naval_update
2 Hours Ago
New sound for deep sea wipe alarm
3 Hours Ago
Update tropical4 chunks
4 Hours Ago
Update tropical3 chunks
4 Hours Ago
Add warning for missing spawn groups instead of just silencing them
5 Hours Ago
Volume changes on casino card area and foliage sounds removed
5 Hours Ago
Remove leftover DamangeRenderer component on PlayerBoat
5 Hours Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
5 Hours Ago
Merge from naval_missions
5 Hours Ago
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
5 Hours Ago
merge from main/naval_update/pt_boat_sounds
6 Hours Ago
merge from main/naval_update
6 Hours Ago
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
6 Hours Ago
PlayerBoat.MaxVelocity is now a replicatedvar
Today
merge from fix_batching_ghosting -> naval_update
Today
Steering is no longer applied if anchored.
Today
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
Today
null check
Today
Revert BoatBuildingStation.GetForPlayer changes
Today
Remove unused function
Today
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
Today
Some cleanup.
Today
missing null check
Today
Add shield stats display to techtree selections
Today
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Today
Boatbuilding UI: Only check vis every second,
Today
Extra profiling
Today
Relax IsMarkedForDeletion checks for Entity:Get functions
Today
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
Today
Fix tropical underwater overlay logic issue
Today
Regenerate tropical2
Today
Fix dwelling NRE causing deep sea islands to not spawn fully.
Today
Removed unused functions
Today
merge from main/naval_update/floating_cities/island_ambience
Today
Null check reloaded sound for cannons
Today
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Today
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Today
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Today
Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
Today
merge from main
Today
merge from Techtree_PrimHard_Nava
Today
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Today
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
Today