134,897 Commits over 4,293 Days - 1.31cph!

4 Months Ago
scientist_rhib_gameplay_pass_2 -> naval_update
4 Months Ago
Can no longer insert items into the production slot of the chicken coop
4 Months Ago
Make the PT boat turret immortal for good measure
4 Months Ago
More loot changes
4 Months Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
4 Months Ago
Merge from oct2025_merge
4 Months Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
4 Months Ago
Merge from oct2025_merge
4 Months Ago
Mark clothing fbx's as non r/w
4 Months Ago
Merge from main Stomped player animation controller changes (sorry)
4 Months Ago
boat_ai_optimisations_2 -> naval_update
4 Months Ago
Increase interest intensity
4 Months Ago
Fix boken avoidance logic after our move to jobs
4 Months Ago
boat_ai_optimisations -> naval_update
4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
4 Months Ago
boat_ai_optimisations_2 -> naval_update
4 Months Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
4 Months Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
4 Months Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
4 Months Ago
boat_ai_optimisations -> naval_update
4 Months Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
4 Months Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
4 Months Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
4 Months Ago
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4 Months Ago
merge from main -> hotbar_food_eating
4 Months Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
4 Months Ago
4 Months Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
4 Months Ago
skull torch setup
4 Months Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
4 Months Ago
merge from cannon_animation
4 Months Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
4 Months Ago
4 Months Ago
merge from naval_update
4 Months Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
4 Months Ago
merge from copy_paste_boats -> naval_update
4 Months Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
4 Months Ago
entity updates
4 Months Ago
entity updates
4 Months Ago
skinning knife and shovel entity updates (offsets to line up with pose)
4 Months Ago
Added floating city 2 in the deep sea
4 Months Ago
merge from naval_update
4 Months Ago
merge from naval_update/floating_cities
4 Months Ago
S2P floating city 1 and 2
4 Months Ago
merge from naval_update
4 Months Ago
merge from ghost_ship_parenting -> deep_sea
4 Months Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
4 Months Ago
Preserve meshCache old behaviour by adding submesh tris to another field