146,911 Commits over 4,444 Days - 1.38cph!

1 Year Ago
Get rid of the convar, just try to not bundle the unreferenced prefabs instead
1 Year Ago
Merge from main
1 Year Ago
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
1 Year Ago
Merge from autoturret_peacekeeper
1 Year Ago
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
1 Year Ago
Merge from simple_floating_entity (includes latest main)
1 Year Ago
Merge from parent
1 Year Ago
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
1 Year Ago
Merge from food_spoil_pool_fix
1 Year Ago
Fixed food sometimes spoiling immediately when created (pooling issue)
1 Year Ago
Finally fixed it
1 Year Ago
Finish loading screen flex mockup
1 Year Ago
More gesture menu stuff
1 Year Ago
Merge from team_invite_changes
1 Year Ago
Don't allow duplicates in the invite list
1 Year Ago
WIP: Initial new loading screen setup
1 Year Ago
Removed some temporary testing logic
1 Year Ago
Merge from main
1 Year Ago
Merge from autoturret_peacekeeper
1 Year Ago
Merge from main
1 Year Ago
Slight menu transparency if in game
1 Year Ago
Menu open and close fade in/out
1 Year Ago
Stop quit modal from preventing escape from being picked up in game
1 Year Ago
Bloom improvements for new tonemap. More sky tweaks.
1 Year Ago
Fixed settings warmup nre
1 Year Ago
merge from fix_compile_tester_editor -> main
1 Year Ago
Fix compile tester so it targets the editor assembly as well
1 Year Ago
merge from print_light_counts -> main
1 Year Ago
wip gesture menu
1 Year Ago
Fix compile error
1 Year Ago
Don't build certain projects that won't build
1 Year Ago
Minor cleanups Port gmod-html from x86-64 for Windows only
1 Year Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it. Minor cleanups More cleanups
1 Year Ago
Undo subtract
1 Year Ago
optimize FindActiveWaterBodies()
1 Year Ago
merge from main -> print_light_counts
1 Year Ago
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1 Year Ago
Add kickparty command to remove members from your party
1 Year Ago
Fix party not showing for the player who joins a party via an invite
1 Year Ago
merge from abyss_storage_fix
1 Year Ago
Abyss Containers - Changed deploy and open/close SFX to metallic ones fixed gibs warnings in vertical ver fixed missing collisions for small deployables in horizontal ver fixed horizontal ver corpse gibs collisionmeshdata error fixed horizontal ver missing groundwatch
1 Year Ago
Additional validation checks. Converted all the remaining whitebox blocks to BoatBuildingBlock
1 Year Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
1 Year Ago
Fix grenade explosions not being heard by scientists
1 Year Ago
Settings: Gesture menu baseline Reset tooltip when switching tabs
1 Year Ago
Ocean alpha test on beaufort 0
1 Year Ago
A ton of adaptations for the new height falloff.
1 Year Ago
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1 Year Ago
ContainerCorpseCreator compile fix
1 Year Ago
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it