132,703 Commits over 4,232 Days - 1.31cph!

19 Minutes Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
32 Minutes Ago
fixed incorrect surface types on adobe frame prefabs
58 Minutes Ago
Adjust tropical shore settings
59 Minutes Ago
Add tropical underwater visual parameters and blend with shore distance
59 Minutes Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
1 Hour Ago
Actually apply and respect render layers when instancing
3 Hours Ago
Fixed boat splash fx not turning back on when a camera re-enters range
3 Hours Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
4 Hours Ago
Merge from island_scenes
4 Hours Ago
Merge from parent
5 Hours Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
5 Hours Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
6 Hours Ago
Redo confetticannon.deployed renderer simplification
6 Hours Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
6 Hours Ago
Merge from mute_dialog_warning_fix
6 Hours Ago
Merge from heli_fixcars_changes_2
6 Hours Ago
Merge from cargoship_updatemovement_nre_fix
6 Hours Ago
Merge from deleteentitiesbyshortname_fix
Today
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Today
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Today
Fix MountedWeaponSeat client compile error
Today
Small ramp will stop if it detects a blockage on the construction layer
Today
Use no displacement version of ground plants for floating city pot plants
Today
Add a vehicle world collider to the plank
Today
Fixed some floating city colliders with negative scale, S2P all of them
Today
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
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
merge from naval_update/deep_sea
merge from deepsea_generation_tweaks
Today
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
- 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
Today
S2P + HLOD all floating cities
Today
Merge from floating_cities (stomped prefabs, will need to S2P)
Today
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Today
Remove boat door from tutorial
Tweaked deep sea generation, entities are more clustered
merge from naval_update
Today
merge from boat_building
Today
compile fix
Today
Merge from extended_decay
Today
Reset decay when converting to editable
Today
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Today
WIP on standardized object health display conditions
Today
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
Today
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Today
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