132,997 Commits over 4,232 Days - 1.31cph!

Yesterday
Null check reloaded sound for cannons
Yesterday
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Yesterday
Yesterday
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Yesterday
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Yesterday
Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
Yesterday
merge from main
Yesterday
merge from Techtree_PrimHard_Nava
Yesterday
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Yesterday
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
Yesterday
Yesterday
reapply changes post merge
Yesterday
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
Yesterday
Clean: fix formatting for PlayerInfo Tests: none, trivial change
Yesterday
Update: Block Spectate button in F1 Server menu when selected player is local player - updated engineui.serveradmin.playerinfo.prefab to link up the button Tests: Opened Server tab, selected self in list - button was not interactible
Yesterday
Bugfix: Spectating - prevent server accepting spectating yourself Tests: Used F1 Server tab to spectate myself - no crash
Yesterday
merge from main/naval_update
Yesterday
Yesterday
Reasign sound class to 50call sound and change pitch on loot storage
Yesterday
merge from main/naval_update
Yesterday
Swimwear_03 reposed
Yesterday
Missed tape on canvas M
Yesterday
Mat instancing for tropical foliage. (Respecting auto-change)
Yesterday
Full spawns on 4
Yesterday
merge from space_station_weapon_skin
Yesterday
fixed wrong description on LR300 and space station LR300
Yesterday
Fixed sulfur on 3.
Yesterday
Texture polish for frameless artist canvas atlas. Icon generation for all canvas sizes. Vert AO polish to some of the canvases.
Yesterday
Test saves
Yesterday
Island 4 initial spawner setup and deep sea script.
Yesterday
HeadsetCap and NightVisionGoogles repose
Yesterday
Unsaved
Yesterday
Change all GetEntitiesInBuildArea for BoatBuildingBlock to VehiclesLarge layer
Yesterday
GetPlayerBoats() - GetEntitiesInBuildArea only checks VehicleLarge layer instead of all layers
Yesterday
Reassign audio lists and removing a sound from the walkway prefab
Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions
Yesterday
Fixed dock spawner on 2. Added spawns to 3.
Yesterday
Merge: from spectate_3p_fix - Bugfix: fixes 3rd person spectate camera not following spectated player Tests: spectated target in 3rd person while original body was in a box - camera orbitted target as expected
Yesterday
Tropical1 terrain colliders are now on the terrain layer
Yesterday
Objectives that take you into the deep sea are now no longer valid if the deep sea is closed, preventing you from starting these missions until the deep sea opens again. Deep sea islands objective map marker is now invisible, it wasn't meant to be pointing you to a specific island anyway.
Yesterday
Bugfix: Spectating - when in 3rd person mode, run overshoot checks relative to target entity, rather than current Used to work previously because current entity was part of parent - but since recent changes that's not the case Tests: 2p session on craggy - put spectator into the white box the started spectating. when switching to 3rd person, camera no longer stuck in box and is orbiting around target player
Yesterday
glass material and texture tweaks
Yesterday
Adding more 3p anim transfers to v4 rig
Yesterday
attachment updates
Yesterday
hacked the viewmodel to view materials
Yesterday
Paintball Gun - Switch to metalness shader in transparent part
Yesterday
Pre ruin sculpt.
Yesterday
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Yesterday
Fixed C height offset.