133,481 Commits over 4,262 Days - 1.30cph!

Yesterday
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Yesterday
Cherrypick 50cal fixes
Yesterday
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Yesterday
Added NPC and vehicle breakdown to deepsea.printentitycount
Yesterday
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
Yesterday
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
Yesterday
merge from naval_update/islands_navmesh_fix
Yesterday
Removed a boat AI log
Yesterday
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Yesterday
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly Fixes scientists phasing through dwellings
Yesterday
Merge from naval_update
Yesterday
Merge from nav_optimisation Bump radius to 200m just to be safe
Yesterday
Merge from naval_update
Yesterday
male17 & mossmanarctic glove viewmodel fix Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Fix underwater ambient sound never playing Apply memory allocator fix for LuaJIT Update game_sounds_manifest.txt Ignore VPK build files Update "CUtlBlockMemory overflow" warning with some numbers Add missing Episodic soundscripts to the HL2 fallback VPK Make npc_strider fall to the ground if moved via physics gun * Also negates the bug where Antlion Guard can launch the strider into the sky infinitely Fixed a material refcount issue with render.MaterialOverride * Occurred with dupe icon generator where the outline became missing texture. Fix potential refcount issues with MaterialOverrideByIndex * Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering Fixed a recently introduced compile warning Even more potential material refcount issue fixes * render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride * Also reset all 3 on disconnect Fix potential crashes with malformed models Use model bounding box if it has no hitboxes for particles * This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected.
Yesterday
Update with new icons
Yesterday
Codegen
Yesterday
Codegen protobuf
Yesterday
merge from main -> fix_steam_nickname_bags
Yesterday
Fix pumpkin.wearable (was back to front)
Yesterday
added elite crates to ghost ships, rebalanced cannon damage against player boats
Yesterday
Fixed diving fins missing material
Yesterday
add graphics.atmospherefogdensityscale
Yesterday
merge from deepsea_portal_weather_fixes
Yesterday
another compile fix
Yesterday
Yesterday
merge from deepsea_portal_weather_fixes
Yesterday
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
Yesterday
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Yesterday
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
Yesterday
merge from deepsea_demos_fixes
Yesterday
merge from main
Yesterday
Fixed climate not using the deep sea weather when playing demos in the deep sea
Yesterday
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea
Yesterday
Fixed terrain config not switching to deep sea when playing demos
Yesterday
latex balloon better text conformity
Yesterday
merge from spacestation_storepages
Yesterday
Skin viewer: restored space LR 300 ammo counter screen following the changes
Yesterday
Sail lod FIX
Yesterday
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Yesterday
Added oil barrels to docks.
Yesterday
Mummywraps full body female reposed
Yesterday
mission rewards
Yesterday
Do not display sign text when censorsigns convar is enabled
Yesterday
merge from naval_update
Yesterday
added tool spawns to cannon crate, adjusted diggablelootspawn to have better stuff on deepsea islands, increased mission reward for treasure hunt mission
Yesterday
merge from birthday2025 (safe skin viewer position tweaks for the balloon pack)
Yesterday
Tweaked balloon pack in the skin viewer, fixed scale and pos
Yesterday
Fix unset storage container in RHIB.DeepSea
Yesterday
Fixed scientist NRE on docks.