132,683 Commits over 4,232 Days - 1.31cph!

35 Minutes Ago
Fix MountedWeaponSeat client compile error
39 Minutes Ago
Small ramp will stop if it detects a blockage on the construction layer
40 Minutes Ago
Use no displacement version of ground plants for floating city pot plants
52 Minutes Ago
Add a vehicle world collider to the plank
1 Hour Ago
Fixed some floating city colliders with negative scale, S2P all of them
1 Hour Ago
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
1 Hour Ago
- Re-setup, will need wes to fix the rest
1 Hour Ago
naval_update -> Cannon_Animation
1 Hour Ago
Add reset trigger support
1 Hour Ago
pt_boat_polish_pass_2 -> naval_update
1 Hour Ago
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
1 Hour Ago
merge from naval_update/deep_sea
2 Hours Ago
merge from deepsea_generation_tweaks
2 Hours Ago
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
2 Hours Ago
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
3 Hours Ago
S2P + HLOD all floating cities
3 Hours Ago
Merge from floating_cities (stomped prefabs, will need to S2P)
3 Hours Ago
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
3 Hours Ago
Remove boat door from tutorial
4 Hours Ago
Tweaked deep sea generation, entities are more clustered
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from boat_building
4 Hours Ago
compile fix
4 Hours Ago
Merge from extended_decay
4 Hours Ago
Reset decay when converting to editable
4 Hours Ago
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4 Hours Ago
WIP on standardized object health display conditions
5 Hours Ago
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
5 Hours Ago
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5 Hours Ago
Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. CThreadFastMutex changes for 64bit vphysics HLMV launches and runs now Also a few other minor merges from x86-64 More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list
5 Hours Ago
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay. Add BoatBuildingBlockDecayDurationMultiplier convar. Boat building block decay duration doubles the standard decay by default. Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
5 Hours Ago
naval_update -> pt_boat_polish_pass_2
5 Hours Ago
Added "hull" to name check for isFoundation in BuildingBlockDecay
6 Hours Ago
Scene2prefab
6 Hours Ago
Fixed mounting issues on sofa in the casino
6 Hours Ago
Boat damage cooldown fix
6 Hours Ago
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Today
merge from main/naval_update
Optimized improvised walkway LOD2 meshes (support variants only)
Today
merge from boat_building
Today
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
Today
Fix occasional sail state/interaction being fucked after a load.
Today
Diving Fins Repose
Today
fix birthday hat with mannequin giving free light
Today
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
Today
Fix NRE on bradley's death
Today
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Today
merge from main/naval_update
Today
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Extra files