136,103 Commits over 4,444 Days - 1.28cph!

7 Months Ago
removed duplicate lodgroups from balloons
7 Months Ago
merge from birthday2025
7 Months Ago
enabled RW on balloon gibs
7 Months Ago
set mixedclump as hidden, uncraftable
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
Make sure the weather isnt stormy in the deep sea when opening The waves were messing with the boat buoyancy during the spawning phase
7 Months Ago
moved easel to deployables folder, set up very wip deployable
7 Months Ago
merge from fix_health_info_popup -> main
7 Months Ago
compiler fix
7 Months Ago
pt_boat_turrets -> naval_update
7 Months Ago
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000. Added IDestroyableOnPlayerBoatCollision. Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
7 Months Ago
merge from fix_health_info_popup -> main
7 Months Ago
switch from syncvar to RPC, just makes it simpler in this case
7 Months Ago
Added soome more null checks in handle aiming - should stop on mount nre
7 Months Ago
- Fix turrets randomly snapping to stupid rotations for no reason
7 Months Ago
Cocoknight torso and legs reposing
7 Months Ago
exported latest lr300 space vm anims
7 Months Ago
naval_update -> pt_boat_turrets
7 Months Ago
Increase FOV networking bits from 8 to 16 Since they are floats, they need a bit extra to maintain precision Network CallOnClient and HUDWeaponPickedUp using EHANDLE * It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
7 Months Ago
Front 50cal animation updates
7 Months Ago
Cocoknight armor head and gloves reposing
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
Fixed rhib map screens masking: - switched to rect 2d mask - added support for rect 2d masking in the map shader
7 Months Ago
merge from boat_building
7 Months Ago
merge from naval_update
7 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
Switch lastattackedtime to use Epoch time so it can network properly
7 Months Ago
Updating v4 sitting anims
7 Months Ago
easel gibs and collision
7 Months Ago
Added ambience beds to the casino area on the floating cities
7 Months Ago
Reposed Chicken/Horse costume
7 Months Ago
merge from TRsign
7 Months Ago
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7 Months Ago
TR neon sign polish.
7 Months Ago
- More updates to glass position (was still flickering in ADS) - Reset scale on viewmodel and added offset to re-factor position change - Ironsight tweaks
7 Months Ago
positional changes to ammo counter fx added viewmodel camera animator adding viewmodel animator, removed alt anims
7 Months Ago
Setup Salvaged Cleaver Remake Folders Added Salvaged Cleaver Remake Textures and Viewmodel Setup Salvaged Cleaver Material
7 Months Ago
set up ammo counter UI to work with viewmodel renderer
7 Months Ago
merge from space_station_building_skin
7 Months Ago
Viewmodel prefab changes for ammo display
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
Compile fix
7 Months Ago
texture updates and buildingskin save files for easier testing
7 Months Ago
removed float on prison barge
7 Months Ago
- New export of viewmodel rig file - Removed stock influences - Re-positioned weapon in source file - Re-set up viewmodel prefab with final model - removed collider on ammo counter glass - Moved UI forward to fix z fighting
7 Months Ago
put PlayerEnterDeepSea client rpc call back in with correct name
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
fixed wrong name again
7 Months Ago
Added deep sea exit icon