129,110 Commits over 4,201 Days - 1.28cph!

24 Days Ago
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
24 Days Ago
removed log
24 Days Ago
Merge from parent
24 Days Ago
lighting pass on floating walkways docks
24 Days Ago
merge from naval_update
24 Days Ago
manifest network++
24 Days Ago
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24 Days Ago
meta_shift -> main
24 Days Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
24 Days Ago
merge from charity_plushies
24 Days Ago
merge from main
24 Days Ago
merge from main
24 Days Ago
mat tweaks
24 Days Ago
shaders in bundle
24 Days Ago
hook into construction guides, configurable backface blend, neutral material
24 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
24 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
24 Days Ago
Sync mounted player references to clients
24 Days Ago
Mannequin visibility
24 Days Ago
Swap mannequin models
24 Days Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
24 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
24 Days Ago
Backup 2
24 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
24 Days Ago
spacing out light sources more evenly on floating walkways prefabs
25 Days Ago
bird crap pass
25 Days Ago
merge from modding_custom_vitals -> main
25 Days Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
25 Days Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
25 Days Ago
Display "crafting quality" stat for consumables in description
25 Days Ago
supply barge signs added
25 Days Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
25 Days Ago
Adding boatBuilding station rig
25 Days Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
25 Days Ago
merge from detailed_inventory_error_messages -> main
25 Days Ago
Codegen
25 Days Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
25 Days Ago
Implement code review feedback
25 Days Ago
Cherrypick hackweek custom_vitals branch
25 Days Ago
merge from fix_max_hp_tea -> main
25 Days Ago
Fix client showing 100 HP when using max hp tea
25 Days Ago
merge from analytics_puzzle_reset -> main
25 Days Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
25 Days Ago
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25 Days Ago
merge ghostship_npcs to naval_update