132,019 Commits over 4,232 Days - 1.30cph!

29 Minutes Ago
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2 Hours Ago
merge from main/naval_update
4 Hours Ago
Post merge fixes
4 Hours Ago
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4 Hours Ago
steering wheel increased texture resolution and shading fix on some wood handles
4 Hours Ago
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5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Fixed deep sea exit portal always spawning south Some refactoring
5 Hours Ago
add text colour scaling depending on time of day, added CanvasLOD
5 Hours Ago
hooked up lodgroup correctly this time on balloons and also fixed vertex order on lod1's on heart and speechbubble balloons so materials preserve across lodchain
5 Hours Ago
merge from birthday2025 fixed lod issue
5 Hours Ago
merge from main/naval_update
5 Hours Ago
Fixed z flickering in casino barge
5 Hours Ago
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
5 Hours Ago
Merge from naval_update
5 Hours Ago
Fix compile error
6 Hours Ago
Increase lagcomp invalid ent clear timer to 60 seconds Added serverlist.ServerRules (menu state) * Similar to serverlist.PlayerList but for server rules. Both also now have a second argument in the callback indicating whether the callback was an error Update gmod.code-workspace Revert "Potential fix for HUDWeaponPickedUp getting wrong entities" This will require network breaking changes Prevent worldspawn (re)creation in a few more places Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
6 Hours Ago
- Add teleport2nearest console command to teleport to nearest target entity. Can pass in optional arg to teleport to nth closest entity - Add optional arg to completeMissionStage to block objective resetting
6 Hours Ago
- Move conversation response and can accept mission checks to be run entirely on the server. This fixes issues with players potentially seeing invalid dialogue choices - Fix another instance of the wrong list being reset to the pool in NPCMissionProvider - Fix invalid mission instances potentially not being handled when generating mission protobuf - Fix dialogue options showing the wrong option number - Replace various Lists with BufferLists - Cleanup some english strings for existing NPC dialogue
6 Hours Ago
merge from main/naval_update
6 Hours Ago
merge from naval_update
Today
Fixed MapView NRE when disconnecting with the map open
Today
merge from birthday2025
Today
removed duplicate lodgroups from balloons
Today
merge from birthday2025
Today
enabled RW on balloon gibs
Today
set mixedclump as hidden, uncraftable
Today
merge from naval_update/deep_sea
Today
Make sure the weather isnt stormy in the deep sea when opening The waves were messing with the boat buoyancy during the spawning phase
Today
moved easel to deployables folder, set up very wip deployable
Today
merge from fix_health_info_popup -> main
Today
compiler fix
pt_boat_turrets -> naval_update
Today
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000. Added IDestroyableOnPlayerBoatCollision. Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
Today
merge from fix_health_info_popup -> main
Today
switch from syncvar to RPC, just makes it simpler in this case
Added soome more null checks in handle aiming - should stop on mount nre
Today
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- Fix turrets randomly snapping to stupid rotations for no reason
Today
Cocoknight torso and legs reposing
Today
exported latest lr300 space vm anims
naval_update -> pt_boat_turrets
Today
Increase FOV networking bits from 8 to 16 Since they are floats, they need a bit extra to maintain precision Network CallOnClient and HUDWeaponPickedUp using EHANDLE * It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
Today
Front 50cal animation updates
Today
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