157,769 Commits over 4,566 Days - 1.44cph!

1 Year Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
1 Year Ago
BaseMountable compile fixes
1 Year Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
1 Year Ago
Compile fix
1 Year Ago
scientist_rhib_gameplay_pass_2 -> naval_update
1 Year Ago
Can no longer insert items into the production slot of the chicken coop
1 Year Ago
Make the PT boat turret immortal for good measure
1 Year Ago
More loot changes
1 Year Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
1 Year Ago
Merge from oct2025_merge
1 Year Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
1 Year Ago
Merge from oct2025_merge
1 Year Ago
Mark clothing fbx's as non r/w
1 Year Ago
Merge from main Stomped player animation controller changes (sorry)
1 Year Ago
boat_ai_optimisations_2 -> naval_update
1 Year Ago
Increase interest intensity
1 Year Ago
Fix boken avoidance logic after our move to jobs
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
boat_ai_optimisations_2 -> naval_update
1 Year Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
1 Year Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
1 Year Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
1 Year Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
1 Year Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
1 Year Ago
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1 Year Ago
merge from main -> hotbar_food_eating
1 Year Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
1 Year Ago
1 Year Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
1 Year Ago
skull torch setup
1 Year Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
1 Year Ago
merge from cannon_animation
1 Year Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
1 Year Ago
1 Year Ago
merge from naval_update
1 Year Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
1 Year Ago
merge from copy_paste_boats -> naval_update
1 Year Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
1 Year Ago
entity updates
1 Year Ago
entity updates
1 Year Ago
skinning knife and shovel entity updates (offsets to line up with pose)
1 Year Ago
Added floating city 2 in the deep sea
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/floating_cities
1 Year Ago
S2P floating city 1 and 2