131,984 Commits over 4,232 Days - 1.30cph!

5 Minutes Ago
merge from fix_health_info_popup -> main
6 Minutes Ago
compiler fix
6 Minutes Ago
pt_boat_turrets -> naval_update
9 Minutes Ago
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.
9 Minutes Ago
merge from fix_health_info_popup -> main
28 Minutes Ago
switch from syncvar to RPC, just makes it simpler in this case
39 Minutes Ago
Added soome more null checks in handle aiming - should stop on mount nre
40 Minutes Ago
▍█▄ ▅█▅▉▄▇▊ ▇▆ ▍▇▋ & ▉▉█▇▆▇ ▄▆▋▍ ▇▊▆▋▋▊ ▊▍▇▄ █▉▊▊ ▍▇▊▌▉ ▌▉ ▉▊▉▆▉▉▌▉ ▌▍ ▆▆▆▅█▇ ▇▉▄▋▆ ▊▆ ▆▄▌▌▇ ▍▋▆▊ ▌█▋▍▊ █▅▄▌ ▇█▅ ▆▆█▉ ▉▍▆▆ ▉▅ ▆▍▇ ▇▆▊▋█▊ ▅▊▉▇▌█ █▋▍▇▍ ▌▌ ▅▅▄▋█▇ ▋▍█▍ ▅▊▅▌ ▉▆▆▉▆▇▊ ▇█ ▊▍▉ ▅▄▆▇▌▉ ▆▇▋▆ ▆█▅█▋ ▋▊▊ ▇▊▊ `▊▌█ ▋▌▋▉▅▌▊` ▇▌ ▍▅▊▋▅▅ ▊▇▋▄ ▇▄ ▋▇▌▉▍▋ ▋▆▆▍█▅▋▊ ▍▋▋ ▅▍▊▌▉▆▆
43 Minutes Ago
- Fix turrets randomly snapping to stupid rotations for no reason
47 Minutes Ago
Cocoknight torso and legs reposing
53 Minutes Ago
exported latest lr300 space vm anims
57 Minutes Ago
naval_update -> pt_boat_turrets
57 Minutes Ago
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.
1 Hour Ago
Front 50cal animation updates
1 Hour Ago
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1 Hour Ago
Cocoknight armor head and gloves reposing
1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
Fixed rhib map screens masking: - switched to rect 2d mask - added support for rect 2d masking in the map shader
1 Hour Ago
merge from boat_building
1 Hour Ago
merge from naval_update
1 Hour Ago
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1 Hour Ago
▄▌▋▄▌▉▄▉▄▊▇ ▇▍██ ▋▉▋ ▌▌▌▇▍▅▄ ▅▇ ███▉ ▊▇ ▌█▊ ▋▊█▆▋▇▍▇ ▌▋▅▇ (▋▋▇▄▄▋, ▄▊▌▉▄, ▋▅▊▄, ▉▄▋▄▄ ▄▌▍▌▇▊, ▅██▊▆▆▍▍ ▊▊▄▉▊) ▊▌▌▋▅▊▊▄ ▅▆█ ▇▅▋▄ ▇▍▌▉▋█▉▉▆▆ ▇▋ ▌▆▍▇██▅█▆▆▄▋▆▊▉▄▆▄▆▄▉▍▉▋▌▉▌▆▄▆▉▉ ▌▍▌▋ ▆▌▍▌▄▆ ▋▅▌▄▇▄, ▌▉ ▇▅▍▆ ▅▌▊▅▉ ▌▊▌ █▄▊▉ ▍▇▌▋▌▇▄▇▄▇ ▅█▌▋▆▌▇█▍▇ ▉▉ ▋▍▅ ▄▇▅▆ ▅▌ ▋█▇ ▅▍▅▄, ▋▍▅▉▆▌ ▋▅▆ ▋▉▋▉ ▍▄▆▄ ▇▉▍ ▊▋▍▍ ▄▌██▄█.
1 Hour Ago
merge from main
1 Hour Ago
merge from main
1 Hour Ago
Switch lastattackedtime to use Epoch time so it can network properly
1 Hour Ago
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1 Hour Ago
Updating v4 sitting anims
1 Hour Ago
easel gibs and collision
1 Hour Ago
Added ambience beds to the casino area on the floating cities
2 Hours Ago
Reposed Chicken/Horse costume
2 Hours Ago
merge from TRsign
2 Hours Ago
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2 Hours Ago
TR neon sign polish.
2 Hours Ago
- More updates to glass position (was still flickering in ADS) - Reset scale on viewmodel and added offset to re-factor position change - Ironsight tweaks
3 Hours Ago
positional changes to ammo counter fx added viewmodel camera animator adding viewmodel animator, removed alt anims
3 Hours Ago
Setup Salvaged Cleaver Remake Folders Added Salvaged Cleaver Remake Textures and Viewmodel Setup Salvaged Cleaver Material
4 Hours Ago
set up ammo counter UI to work with viewmodel renderer
4 Hours Ago
merge from space_station_building_skin
4 Hours Ago
Viewmodel prefab changes for ammo display
4 Hours Ago
merge from naval_update/deep_sea
4 Hours Ago
Compile fix
4 Hours Ago
texture updates and buildingskin save files for easier testing
4 Hours Ago
removed float on prison barge
4 Hours Ago
- New export of viewmodel rig file - Removed stock influences - Re-positioned weapon in source file - Re-set up viewmodel prefab with final model - removed collider on ammo counter glass - Moved UI forward to fix z fighting
4 Hours Ago
put PlayerEnterDeepSea client rpc call back in with correct name
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
fixed wrong name again
5 Hours Ago
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5 Hours Ago
Added deep sea exit icon
5 Hours Ago
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