131,654 Commits over 4,232 Days - 1.30cph!

9 Minutes Ago
Fixed RHIBVisuals and RHIBScreen serialization mismatch Fixed rhib screens not working correctly in deep sea Reduced LOD range on RHIB screens to 25m
20 Minutes Ago
scientist_boat_ai -> naval_update
23 Minutes Ago
merge from naval_update
24 Minutes Ago
Add first person reload animations to cannons with placeholder head animation, make fuse animation time configurable and lower it from 3s to 1s (might need to go even lower).
24 Minutes Ago
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
27 Minutes Ago
Swapped turret animations from the playables system to the regular playables animator Ensure AI play reload and shoot animations when on the turrets
42 Minutes Ago
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview
1 Hour Ago
Merge from steering_wheels_fix
1 Hour Ago
Fix shared names on blackjack machine collision, resolves warning
1 Hour Ago
merge from main/naval_update/modular_boat_sounds
2 Hours Ago
Dont allow ai turrets to move if ai.move is false
2 Hours Ago
sound import setting tweaks
2 Hours Ago
Dont move scientist boats if Ai.Move is false
2 Hours Ago
Change scientist boat spawn edge margin from 300 -> 900
2 Hours Ago
Early exit out our update loop if there are no connections inside a large radius
2 Hours Ago
Add physics impact/lurch sounds to modular boats Remove brute-force client side cached data update
2 Hours Ago
naval_update -> scientist_boat_ai
2 Hours Ago
merge from main/naval-Update
3 Hours Ago
Fixed boats stopping if the player is on the edge of the plank
3 Hours Ago
Add safe zone triggers to all floating cities, S2P+HLOD all of them
4 Hours Ago
Merge from floating_cities
4 Hours Ago
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
5 Hours Ago
Fix elevators on floating city not working after a server restart
5 Hours Ago
merge from force_scene_deep_sea -> naval_update
5 Hours Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
5 Hours Ago
Re-add deepsea.cs convar file because plastic - codegen
5 Hours Ago
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
6 Hours Ago
hooked up event birthday balloons with new prefab
Today
Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup
Today
balloon icons and set their health low
Today
added sss to latex balloons, stripped out old gibs, fixed collision on speechbubble balloon, added new guidemeshes for all
Today
Bunch of wip dock and edit work
Arctic Hazmat repose/lods
Today
merge from naval_update/deep_sea
Today
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
Today
Restored BoatBuildingBlock retarget when entering portals Fixed error when adding the same ent multiple times to crossing entities list
Today
removed boat planner folder (files are now in planner folder)
Today
Building planner wip - rigged & skinned new mesh - updated anims - intial viewmodel setup - Boat planner files moved to planner folder - renamed models from blueprint to building_planner - set up buidling planner worldmodel prefab - gave planner entity appropriate suffix
Today
Tropical 4 underwater treatment.
Today
Tropical 3 underwater treatment.
Today
Tropical1 underwater treatment
Today
merge from naval_update/deep_sea
Today
Set ghost ship prefabs as globally networked in deep sea realm by default
Today
Tropical2 underwater treatment.
Today
Moved deep sea portal OnTriggerStay to invokes Added deepsea.printTriggerState command to debug the state of deep sea triggers
Today
Offshore spawn stuff
Today
Build area must be free of players and entities for dock & edit to work
pt_boat_turrets -> naval_update
Covered another case ^
Today
Update MustPlaceOnBoat error text