133,539 Commits over 4,262 Days - 1.31cph!

5 Days Ago
Damage FX. Added HealthVisuals. Setup on smallengine.
5 Days Ago
merge from naval_update
5 Days Ago
merge from parent
6 Days Ago
merge from main/space_station_weapon_skin
6 Days Ago
fix missing sound class and template assignments on space lr300 sound defs 🤔
6 Days Ago
make one specific damaged boat sting sound less stupid
6 Days Ago
merge from main/naval_update/floating_cities/island_ambience
6 Days Ago
couple minor volume tweaks
6 Days Ago
merge from main/naval_update
6 Days Ago
New sound for deep sea wipe alarm
6 Days Ago
Update tropical4 chunks
6 Days Ago
Update tropical3 chunks
6 Days Ago
Add warning for missing spawn groups instead of just silencing them
6 Days Ago
Volume changes on casino card area and foliage sounds removed
6 Days Ago
Remove leftover DamangeRenderer component on PlayerBoat
6 Days Ago
Changes on tarp wind sounds, and tweaks on the casino card area ambience loop and waves sounds
6 Days Ago
Merge from naval_missions
6 Days Ago
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions - Also fixed objective map and compass markers for those missions not working as they should - Fix being able to focus on invisible objective map markers
6 Days Ago
merge from main/naval_update/pt_boat_sounds
6 Days Ago
merge from main/naval_update
6 Days Ago
pt boat gunshot tweaks and distant shots pt boat uses silent water-enter-exit splash in buoyancy so it stops making so many squishy sounds
6 Days Ago
PlayerBoat.MaxVelocity is now a replicatedvar
6 Days Ago
merge from fix_batching_ghosting -> naval_update
6 Days Ago
Steering is no longer applied if anchored.
6 Days Ago
Fix Render batching occasionally persisting after the prefab is deleted - caused by RendererBatch being disabled before LODComponents and LODComponents resetting to the lowest LOD that has a batched mesh
6 Days Ago
null check
6 Days Ago
Revert BoatBuildingStation.GetForPlayer changes
6 Days Ago
Remove unused function
6 Days Ago
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
6 Days Ago
Some cleanup.
6 Days Ago
missing null check
6 Days Ago
Add shield stats display to techtree selections
6 Days Ago
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
6 Days Ago
Boatbuilding UI: Only check vis every second,
6 Days Ago
Extra profiling
6 Days Ago
Relax IsMarkedForDeletion checks for Entity:Get functions
6 Days Ago
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
6 Days Ago
Fix tropical underwater overlay logic issue
6 Days Ago
Regenerate tropical2
6 Days Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
6 Days Ago
Removed unused functions
6 Days Ago
merge from main/naval_update/floating_cities/island_ambience
6 Days Ago
Null check reloaded sound for cannons
6 Days Ago
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
6 Days Ago
6 Days Ago
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6 Days Ago
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
6 Days Ago
Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
6 Days Ago
merge from main
6 Days Ago
merge from Techtree_PrimHard_Nava