127,463 Commits over 4,201 Days - 1.26cph!

6 Days Ago
adding LODs for barrel and base cannon prefabs
6 Days Ago
Cannon anim export update
6 Days Ago
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
6 Days Ago
removed log
6 Days Ago
Merge from parent
6 Days Ago
lighting pass on floating walkways docks
6 Days Ago
merge from naval_update
6 Days Ago
manifest network++
6 Days Ago
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6 Days Ago
meta_shift -> main
6 Days Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
6 Days Ago
merge from charity_plushies
6 Days Ago
merge from main
6 Days Ago
merge from main
6 Days Ago
mat tweaks
6 Days Ago
shaders in bundle
6 Days Ago
hook into construction guides, configurable backface blend, neutral material
6 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
6 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
6 Days Ago
Sync mounted player references to clients
6 Days Ago
Mannequin visibility
6 Days Ago
Swap mannequin models
6 Days Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
6 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
6 Days Ago
Backup 2
6 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
6 Days Ago
spacing out light sources more evenly on floating walkways prefabs
6 Days Ago
bird crap pass
6 Days Ago
merge from modding_custom_vitals -> main
6 Days Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
6 Days Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
6 Days Ago
Display "crafting quality" stat for consumables in description
6 Days Ago
supply barge signs added
6 Days Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
6 Days Ago
Adding boatBuilding station rig
6 Days Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
6 Days Ago
merge from detailed_inventory_error_messages -> main
6 Days Ago
Codegen
6 Days Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
6 Days Ago
Implement code review feedback
6 Days Ago
Cherrypick hackweek custom_vitals branch
6 Days Ago
merge from fix_max_hp_tea -> main
6 Days Ago
Fix client showing 100 HP when using max hp tea
7 Days Ago
merge from analytics_puzzle_reset -> main
7 Days Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple