131,135 Commits over 4,232 Days - 1.29cph!

8 Days Ago
Let bots exec admin/dev commands, filter out NPCs from bot.exec, display a success message with bot.exec.
8 Days Ago
building planner viewmodel remake wip textures
8 Days Ago
merge from deep_sea
8 Days Ago
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
8 Days Ago
merge from naval_update
8 Days Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
8 Days Ago
Fixed -tools spamming about "Too many popups!" when its not so * It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014. Fixed spritecard orientation 3 not rendering at all Unify how entities are removed Apply proposed fix for CModelLoader::Studio_ReloadModels garrysmod-issues/issues/6467 Fixed crashes to do with IK certain models Fixed an infinite loop on map unload
8 Days Ago
M92 - Texture updates
8 Days Ago
Hide chat log for autoswitching if the channel didn't change
8 Days Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
8 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
8 Days Ago
scientist_boat_ai_improvements -> naval_update
8 Days Ago
- Better AI attacking turret distance checks - Better turret DOT checks
8 Days Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
8 Days Ago
Fixes
8 Days Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
8 Days Ago
8 Days Ago
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
8 Days Ago
Fixed fireball yellowification.
8 Days Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
8 Days Ago
Fixed floating city losing their global networkness on save restore
8 Days Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
8 Days Ago
merge from naval_update
8 Days Ago
fixed worldmodel outline not showing
8 Days Ago
merge from main -> puzzle_reset_changes
8 Days Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
8 Days Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
8 Days Ago
front 50cal view model camera animations - block out
9 Days Ago
lowered research costs to be in line with new workbench values
9 Days Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
9 Days Ago
Fix client boat building blocks after paste
9 Days Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
9 Days Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
9 Days Ago
merge from main
9 Days Ago
Reworked the supply drop to fix the visual regression.
9 Days Ago
Add proper null check when dismounting weapon seats
9 Days Ago
Merge from parent
9 Days Ago
Compile fix
9 Days Ago
merge from boat_building
9 Days Ago
Updating rf transmitter deploy animation
9 Days Ago
Predict reload syncvar
9 Days Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
9 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
9 Days Ago
blowpipe animation updates
9 Days Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
9 Days Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
9 Days Ago
Merge from horse_medsyringe_healing
9 Days Ago
Fix mission event for healing using wrong prefab ID
9 Days Ago
mini fridge corpse mesh