133,072 Commits over 4,262 Days - 1.30cph!

3 Days Ago
merge from fix_boat_teleport_checks -> naval_update
3 Days Ago
Fix portal teleport check not ignoring the terrain margin properly - make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
3 Days Ago
Set tropical terrain material decal layers 0 & 1
3 Days Ago
Merge from tropical_shore
3 Days Ago
Adjust shore and underwater values
3 Days Ago
Merge from naval_update
3 Days Ago
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
3 Days Ago
Fixed mainland fog of war being cleared when deep sea closes
3 Days Ago
Merge from parent
3 Days Ago
Increase imposter render bounds to fix culling issues in deepsea
3 Days Ago
reduce cannon fire mech sound volume slightly
3 Days Ago
assign UI handling sounds to boat deployables
3 Days Ago
Null check in TerrainPath:FindClosest
3 Days Ago
RHIB storage sounds
3 Days Ago
Add PT Boats to deep sea vehicle whitelist
3 Days Ago
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3 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
3 Days Ago
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
4 Days Ago
space lr300 sounds
4 Days Ago
Fix tropical1 terrain size, and add earlier assert
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
4 Days Ago
RC (not s2p'd)
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
4 Days Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
4 Days Ago
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4 Days Ago
Dwelling prefab zero points Heightmap for ruins Scene backup
4 Days Ago
Boat prefabs
4 Days Ago
Docks
4 Days Ago
Merge from naval_update
4 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
4 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
4 Days Ago
Fix scarecrow headwrap not working on female players
4 Days Ago
merge indirect_instancing fixes
4 Days Ago
Added convar to the settings menu
4 Days Ago
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4 Days Ago
Fix map load crashes with that one map I was sent Adjust "Invalid value %f for -maxlightmapdim" warning * Will now say that it is ignoring the value, and display the valid value range. VBSP now adds extra keyvalues to worldspawn about itself * 2 keyvalues that could be useful for debugging: * "vbsp_version" which will contain the VBSP compile date * "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP Relax IsMarkedForDeletion checks for Entity:Get functions Fix ManipulateBone issue Fixed a stack overflow crash with IK_ATTACHMENT
4 Days Ago
Large & small boathouse prefabs. Fixed shadow proxy on walkway large stairs.
4 Days Ago
Zero'd coords.
4 Days Ago
2 new ruins.
4 Days Ago
Potential fix for NPCAnimController NRE
4 Days Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
4 Days Ago
Update: BaseEntity.UpdateParenting no longer tries to update network group - When client receives an entity snapshot, allow it to update the network group if it's out of sync We already get network group change messages - there's no need to try to "guess" on the client and potentially desync. Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
4 Days Ago
add convar setting for hammer always displaying health info, if you dislike clutter and want to turn it off
4 Days Ago
Renaming ruins to ruins_C for clarity. Coconut hydration 60 > 50
4 Days Ago
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group. Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone