136,086 Commits over 4,293 Days - 1.32cph!

4 Hours Ago
Merge from fix_npc_flanking
4 Hours Ago
Per-player max boat building station limit wip
4 Hours Ago
Merge from naval_update
4 Hours Ago
Hook up new flanking algorithm to fsm
5 Hours Ago
Paintball Gun - missing viewmodel adjustments
5 Hours Ago
Paintball Gun - swapped hopper shader and material adjustments to avoid exploits
5 Hours Ago
Regraded everything for the changes. End result is less crushed darks.
5 Hours Ago
Updating snowmobile driving anims
5 Hours Ago
Added wearable tag to overalls prefab Icon update
5 Hours Ago
merge from bot_sleeptarget_collider_fix
5 Hours Ago
5 Hours Ago
Merge from decal_layers_fake_transmission
5 Hours Ago
Brightened overalls so their multiplied colour better matches the paintball colour Other minor texture fixes
5 Hours Ago
merge from main
5 Hours Ago
Added simple CPU and GPU timing tests for the shadow presets along with a simple editor window for configuring settings
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge from main
5 Hours Ago
lightbulb_emissive mat to opaque
5 Hours Ago
Merge from naval_missions
5 Hours Ago
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
5 Hours Ago
Deleting duplicate hopper mesh for paintball gun
6 Hours Ago
Manually call OnParentChangingClient on client entities that have no new parent. This callback was never being called in this situation, for any entities. Remove the hardcoded immediate send for balloons on boat parenting changes as this also fixes that issue.
6 Hours Ago
Merge from missionreward_stack_fix
6 Hours Ago
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission - Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong - Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
6 Hours Ago
More monument blocker blockout progress
6 Hours Ago
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
Today
Merge from main
Today
Added a method of faking better transmission for decal layers on the standard shader by manipulating the dot product of the light direction and normal
Today
RW on blocks, work in progress on block prefabs backup
Today
crypt building skin blocks models and gibs updated textures, materials
Today
Fix pool leak in DamageUtils
Today
Don't save child storage containers of a workcart if the workcart itself isn't going to save Disable deep sea in Bill B test map and move it to the Dev submenu
Today
Respect item stacksize when giving out mission rewards Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
Today
Merge from naval_update
Today
Cleanup
Today
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
Today
Change vertex density slider to int Switch to linear sampling where density is increased
Today
Merge from main
Today
Merge from naval_update
Today
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager) Should fix submarine smuggling
Today
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock This should ensure any entities that are blocked on the tugboat should be blocked on player boats
pt_boat_turret_improvements_3 -> main
Compile fix
Make front turret 4x less accurate (by AI) than the rear
Properly cancel reload animation if you get off a turret
Fix clamping issues
Merge from naval_update
Merge from naval_missions
Add some logs to help figure out why it's possible for an index to be out of bounds when accessing mission objectives
Remove turret from Invoke Handler