132,808 Commits over 4,232 Days - 1.31cph!

Yesterday
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Yesterday
WIP on standardized object health display conditions
Yesterday
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
Yesterday
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Yesterday
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
Yesterday
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.
Yesterday
naval_update -> pt_boat_polish_pass_2
Yesterday
Added "hull" to name check for isFoundation in BuildingBlockDecay
Yesterday
Scene2prefab
Yesterday
Fixed mounting issues on sofa in the casino
Yesterday
Boat damage cooldown fix
Yesterday
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Yesterday
merge from main/naval_update
Yesterday
Optimized improvised walkway LOD2 meshes (support variants only)
Yesterday
merge from boat_building
Yesterday
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
Yesterday
Fix occasional sail state/interaction being fucked after a load.
Yesterday
Diving Fins Repose
Yesterday
fix birthday hat with mannequin giving free light
Yesterday
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
Yesterday
Fix NRE on bradley's death
Yesterday
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Yesterday
merge from main/naval_update
Yesterday
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Yesterday
Extra files
Yesterday
More agressive LOD distances on improvised walkway set Changed LOD1 from 10 to 5 LOD2 from 25 to 15 Thin supports and railings culling set to 60 from 75
Yesterday
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Yesterday
Merge from naval_missions
Yesterday
Remove test script
Yesterday
Rename new missions to have helpful prefixes
Yesterday
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
Yesterday
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
Yesterday
Artist Canvas M - LOD and gibs and setup
Yesterday
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
Yesterday
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
Yesterday
merge from ice_sculptures2/pointgrid_to_sdf
Yesterday
Merge from naval_update
Yesterday
Merge from naval_update
Yesterday
updated space station lr300 description
Yesterday
Fix some dialogue options going to the wrong resulting node upon being pressed (bug introduced in 137685 with fix for dialogue options showing the wrong response number)
Yesterday
- Boat vendor on floating cities no longer sells submarines - Misc improvements to boat vendor dialogue tree - English string localization fixes for various bits of NPC dialogue
Yesterday
updated ice sculpture description
Yesterday
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
Yesterday
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
Yesterday
Updated male model/prefabs
Yesterday
ore box texture pass
Yesterday
set up lr300 space entity with space gun rig
Yesterday
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Yesterday
Merge from parent
Yesterday
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky