143,590 Commits over 4,383 Days - 1.37cph!

7 Months Ago
Disable the large vehicle colliders around BBS netting
7 Months Ago
Adding viwmodel rig for binocular refresh
7 Months Ago
merge from naval_update
7 Months Ago
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7 Months Ago
S2P on FCs after farm changes
7 Months Ago
Added a few more chainlink fences around the farm
7 Months Ago
merge from Project_Hammer
7 Months Ago
merge from boat_building
7 Months Ago
Merge from texture_streaming_delay_fix
7 Months Ago
Scale foliage based on distance density falloff to reduce visible pop in
7 Months Ago
Compile fixes
7 Months Ago
Merge from floating_cities
7 Months Ago
Cleaned up some LODGroups from various floating city bits
7 Months Ago
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
7 Months Ago
Merge from parent
7 Months Ago
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
7 Months Ago
Merge from small_ramp
7 Months Ago
Only allow interaction when looking at the base of the bridge
7 Months Ago
Merge from naval_update
7 Months Ago
Fixes
7 Months Ago
Last island.
7 Months Ago
merge from Halloween_25_Update/PH/storepage
7 Months Ago
Updated krieg backpack store media
7 Months Ago
Merge from main
7 Months Ago
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
7 Months Ago
Make fold out colliders convex, general prefab setup
7 Months Ago
Fixed button text that broke after merge
7 Months Ago
Setup 3rd person reload effects on turrets
7 Months Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
7 Months Ago
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7 Months Ago
Merge from parent
7 Months Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
7 Months Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
7 Months Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
7 Months Ago
Merge from Project_Hammer
7 Months Ago
Merge from slots_optimize
7 Months Ago
Fixed caboose slot machine
7 Months Ago
Add max texture resolution information for skinnables in the workshop scene
7 Months Ago
Merge from main
7 Months Ago
Merge from boat_building
7 Months Ago
Merge from auth2
7 Months Ago
Merge from naval_update
7 Months Ago
Compile fixes
7 Months Ago
Only show steering wheel health bar in edit mode
7 Months Ago
Rework steering wheel priv linking to fix save issue
7 Months Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
7 Months Ago
squeeze bent normals into skin shader g-buffer
7 Months Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
7 Months Ago
Topologies
7 Months Ago
Final splatting/sculpts.