133,013 Commits over 4,232 Days - 1.31cph!

Yesterday
Revert BoatBuildingStation.GetForPlayer changes
Yesterday
Remove unused function
Yesterday
Refactored separate creation of OBBs into a single function. Steering wheel check uses same entity finding as rest of BBS functionality.
Yesterday
Some cleanup.
Yesterday
missing null check
Yesterday
Add shield stats display to techtree selections
Yesterday
GetBoatBuildingStation uses FindTrigger on player instead of a vis check.
Yesterday
Boatbuilding UI: Only check vis every second,
Yesterday
Extra profiling
Yesterday
Relax IsMarkedForDeletion checks for Entity:Get functions
Yesterday
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.
Yesterday
Fix tropical underwater overlay logic issue
Yesterday
Regenerate tropical2
Yesterday
Fix dwelling NRE causing deep sea islands to not spawn fully.
Yesterday
Removed unused functions
Yesterday
merge from main/naval_update/floating_cities/island_ambience
Yesterday
Null check reloaded sound for cannons
Yesterday
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
Yesterday
Yesterday
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Yesterday
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
Yesterday
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.
Yesterday
merge from main
Yesterday
merge from Techtree_PrimHard_Nava
Yesterday
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
Yesterday
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
Yesterday
Yesterday
reapply changes post merge
Yesterday
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
Yesterday
Clean: fix formatting for PlayerInfo Tests: none, trivial change
Yesterday
Update: Block Spectate button in F1 Server menu when selected player is local player - updated engineui.serveradmin.playerinfo.prefab to link up the button Tests: Opened Server tab, selected self in list - button was not interactible
Yesterday
Bugfix: Spectating - prevent server accepting spectating yourself Tests: Used F1 Server tab to spectate myself - no crash
Yesterday
merge from main/naval_update
Yesterday
Yesterday
Reasign sound class to 50call sound and change pitch on loot storage
Yesterday
merge from main/naval_update
Yesterday
Swimwear_03 reposed
Yesterday
Missed tape on canvas M
Yesterday
Mat instancing for tropical foliage. (Respecting auto-change)
Yesterday
Full spawns on 4
Yesterday
merge from space_station_weapon_skin
Yesterday
fixed wrong description on LR300 and space station LR300
Yesterday
Fixed sulfur on 3.
Yesterday
Texture polish for frameless artist canvas atlas. Icon generation for all canvas sizes. Vert AO polish to some of the canvases.
Yesterday
Test saves
Yesterday
Island 4 initial spawner setup and deep sea script.
Yesterday
HeadsetCap and NightVisionGoogles repose
Yesterday
Unsaved
2 Days Ago
Change all GetEntitiesInBuildArea for BoatBuildingBlock to VehiclesLarge layer
2 Days Ago
GetPlayerBoats() - GetEntitiesInBuildArea only checks VehicleLarge layer instead of all layers