127,451 Commits over 4,201 Days - 1.26cph!

Today
Compile fix
scientist_rhib_gameplay_pass_2 -> naval_update
Today
Can no longer insert items into the production slot of the chicken coop
Make the PT boat turret immortal for good measure
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
Today
Merge from oct2025_merge
Today
Add PlayerAnimation_premerge_oct2025 controller for reference
Today
Merge from oct2025_merge
Today
Mark clothing fbx's as non r/w
Today
Merge from main Stomped player animation controller changes (sorry)
boat_ai_optimisations_2 -> naval_update
Increase interest intensity
Fix boken avoidance logic after our move to jobs
boat_ai_optimisations -> naval_update
Today
merge from main
Today
▄▊▆▄▍▉ ▋▄▄▅▌▉▍▇▅▍▄▉, ▍▄▉▉▇▉▅▊ █▉▍▆█▉▌▌▊ ▇█▍▅▉▊▅▊▅▅, ▍▉▉▆▅▅▋▍ ▆▍▉▇▋▍ ▇▅▅▅▋▋▇▊▅▊ ▌▉▄█▇▇ ▇▌▅▇▆ ▄▌▇▌, ▅▋▊▉▍▅ ▄▋▄▋▇█▄, ▌█▌ ▆█▌▇▊▄▇▉ ▌▉▊▅▇▊ ▆▇▌ ▆▊▍▊▄▅▉ ▌▌▍▊▍▍▆ ▄▊█▍▊▍▍▆▄█▄▋▇
boat_ai_optimisations_2 -> naval_update
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
Today
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
boat_ai_optimisations -> naval_update
Yesterday
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
Yesterday
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
Yesterday
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
Yesterday
Yesterday
merge from main -> hotbar_food_eating
Yesterday
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
Yesterday
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
Yesterday
skull torch setup
Yesterday
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
Yesterday
merge from cannon_animation
Yesterday
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Yesterday
merge from naval_update
Yesterday
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
Yesterday
merge from copy_paste_boats -> naval_update
Yesterday
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
Yesterday
entity updates
Yesterday
entity updates
Yesterday
skinning knife and shovel entity updates (offsets to line up with pose)
Yesterday
Added floating city 2 in the deep sea
Yesterday
merge from naval_update
Yesterday
merge from naval_update/floating_cities
Yesterday
S2P floating city 1 and 2
Yesterday
merge from naval_update
Yesterday
merge from ghost_ship_parenting -> deep_sea
Yesterday
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea