125,973 Commits over 4,171 Days - 1.26cph!

Yesterday
merge form meta_shift
Yesterday
Remove a previous client side visual rotation hack for sail now we have art
Yesterday
Player updates for M39 and spray can item updates
Yesterday
Sail fixes
Yesterday
More cleanup and removing old code.
Yesterday
merge from drone_storage_slot
Yesterday
Quick commit before vert painting barges
Yesterday
Missed some files
Yesterday
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
Yesterday
- Added optional independent tiling and offset for the standard shader's emission map. - Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface. - Improved formatting for the emission section of the material editor.
Yesterday
Merge from parent
Yesterday
Missions now reward more/better loot
Yesterday
Sail deploymennt guide mesh setup
Yesterday
PlayerBoat cleanup
Yesterday
More dirt added to blue containers
Yesterday
Updated sail prefab with artwork
Yesterday
merge from main
Yesterday
merge from menu_optims
Yesterday
Halloween Wallpapers - Initial setup
Yesterday
merge from meta_shift
Yesterday
Spike trap damage pass
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Spawns
2 Days Ago
Ground spawns.
2 Days Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
2 Days Ago
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
2 Days Ago
Fixed reticle in settings preview not getting scaled correctly when not connected to a server Get rid of IndependentScale, just do it myself
2 Days Ago
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2 Days Ago
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2 Days Ago
progress on guide mesh rendering improvements
2 Days Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
2 Days Ago
water shader data fixes Fixes water on sp_a3_03 looking wrong, but not completely EnvMap support for expensive water Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work
2 Days Ago
Fix color picker events, upgrade components to look more rust-y
2 Days Ago
Walkway LOD/COL progress
2 Days Ago
Various cleanup/refactoring/optimization bits Get rid of allocations, stop settings preview crosshair updating while menu is closed Add convar to reset crosshair back to default Fix compile error
2 Days Ago
w_hmlmg updates - re-skinned updated uv'd model & re-exported w_hmlmg_rigged - set updated rigged model to import mats (as per new workflow) - set mats on .entity to revert to receive updates - rebuilt .worldmodel prefab due to existing model used not being linked
2 Days Ago
Add colourpicker to workshop skin editor, switch skin editing rows to FlexElement
2 Days Ago
UI pages cache their scroll rect components and disable them when invisible
2 Days Ago
Musical instrument and bow updates for entity, hold types and anims
2 Days Ago
merge from main
2 Days Ago
Cargo can no longer exit the main island from the deep sea side Added cargoship.egress command
3 Days Ago
More dirt on food market containers. Alpha added to hanging fish material.
3 Days Ago
Removed the blue cast from the clovers on our old grass splat texture.
3 Days Ago
Ground spawn improvements.
3 Days Ago
merge from skeleton_bonename_fix