134,728 Commits over 4,293 Days - 1.31cph!

3 Months Ago
Fix playable graph IK issues
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Retain group id between saves
3 Months Ago
fixed clip check
3 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
3 Months Ago
added physic impact sounds for the PT boat
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
stupid pooling fix
3 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
3 Months Ago
merge from ai_vehicle_clipping_check_optim
3 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
3 Months Ago
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3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Applied prefabs. Dummy coord fixes.
3 Months Ago
Re-route setting animator states to playable animation controller
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Compile fix
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Fix margin check in wander state
3 Months Ago
Support boat debug ddraw convars on server
3 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
3 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
3 Months Ago
Disabled deep sea portals debug by default
3 Months Ago
Give a whole second before spawning scientists
3 Months Ago
merge from naval_update
3 Months Ago
merge from industrial_pipe_batching -> main
3 Months Ago
merge from npc_PlayerSyncCycle_optim
3 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
3 Months Ago
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3 Months Ago
merge from main -> industrial_pipe_batching
3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
3 Months Ago
merge from naval_update/deep_sea/billboards
3 Months Ago
Dont try and set navigator, we dont have one
3 Months Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
3 Months Ago
Compile fixes
3 Months Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
3 Months Ago
engine and storage audio files imported
3 Months Ago
PT boat engine sounds imported and implemented and storage imported
3 Months Ago
naval_update -> scientist_boat_fixes_3
3 Months Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
3 Months Ago
Mark ladder as static when parented to building block
3 Months Ago
bug fixes and seagulls added
3 Months Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
3 Months Ago
Material reduction and optimisation in some floating walkway kit pieces
3 Months Ago
Added repair bench to playground.player for easier skin testing
3 Months Ago
Candle Hat repose
3 Months Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
3 Months Ago
merge from playable_fixes
3 Months Ago
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type()
3 Months Ago
Folder Renaming for flare refresh.