136,646 Commits over 4,324 Days - 1.32cph!

Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Add some extra guards and server error logs if saved missions objective count is wrong
Yesterday
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Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
Remove client error logs regarding mission objectives count being wrong Will still get logged on the server if it's still a problem. If it's wrong on either the client or server, it'll be wrong on both
Yesterday
Merge from naval_update
Yesterday
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Yesterday
mortar ammunition lods and materials
Yesterday
spawnpoint adjustment
Yesterday
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Yesterday
apartments greybox progress, early facade mockup test
Yesterday
merge from main
Yesterday
Merge from naval_update
Yesterday
Rework multiple boat station warning message display.
Yesterday
Paddle animation updates for in kayak and using paddle as weapon
Yesterday
Remove hold to place timer on boat building station
Yesterday
rebase on main
Yesterday
merge from main
Yesterday
merge from artist_pack_dlc
Yesterday
Disabled Tug boat spawns - they were the test bed which led to player built boats. Will explore reintroducing in future
Yesterday
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Yesterday
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
Yesterday
Fixed incorrect settings on TC skins and xmas sled, doesn't look like it was breaking anything in game though
Yesterday
Added tests for checking common issues on redirects (item rarity, craftable, researchable, etc)
Yesterday
Default buoyancy batching to on.
Yesterday
Fix cannon handle spinning with buoyancy.
Yesterday
Merge from main
Yesterday
Fixed not able to skin space LR back into the default LR
Yesterday
Added a test for ensuring redirects are linked back to their source item, checks every redirect skin
Yesterday
Fix new scientists not working with hunting trophies Had to add a new OverrideClothing field to the HeadDispenser as the new scientists don't have a clothing inventory
Yesterday
Applied same logic to eat and clear options
Yesterday
Slight reduction
Yesterday
Harvest/Havest All/Clone/Clone All radial menu options now get disabled instead of being removed entirely if they are not available
Yesterday
Increase front turret rotate speed by 200 units
Yesterday
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Yesterday
Refactor Easel LOS checks
Yesterday
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Yesterday
Shorten time to first LOS check
Yesterday
Update to Easel LOS, now checks deployable layer
Yesterday
Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values
Yesterday
set paintable reactive target culling distance to 100 from 35
2 Days Ago
fix modular boat sink sound playing again when entering range (firing it off as an effect from the server now)
2 Days Ago
WIP - script to export UI dropdown, sliders and toggles names, tooltips and values/ranges to be exported and loaded into ADX for more readable grafana/analysis.
2 Days Ago
reduce paintball gun attack/impact volume a little bit
2 Days Ago
merge from artistpack_storepage
2 Days Ago
apartments greybox progress, furnished with some readily available props and deployables for now
2 Days Ago
scene backup
2 Days Ago
compile fix