129,200 Commits over 4,201 Days - 1.28cph!

12 Days Ago
re-enabled some shadows in med barge
12 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
12 Days Ago
Merge from scene_holster_tools
12 Days Ago
Move the scene based holster tool buttons into the scene view and not the inspector
12 Days Ago
Merge from water_pump_power_fix
12 Days Ago
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
12 Days Ago
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
12 Days Ago
Fix scientists moonwalking on ghost ships
12 Days Ago
Fix InfoZone NRE from scientists on ghostships
12 Days Ago
Mark two more collision meshes r/w
12 Days Ago
merge npc parenting to naval update.
12 Days Ago
merge back cannon and player animator fixes to naval_update
12 Days Ago
Embed playable graph tooling
12 Days Ago
Reset base animator layer weight whenever we're not playing one shots.
12 Days Ago
Try to fix black bars on RHIB (that can show up at certain angles)
12 Days Ago
mounted_turret_reloading -> naval_update
12 Days Ago
12 Days Ago
naval_update -> mounted_turret_reloading
12 Days Ago
Fix some more dodgy angles on the front seat
12 Days Ago
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
12 Days Ago
12 Days Ago
Add server convar to allow mounting the cannons outside of boats
12 Days Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
12 Days Ago
Topologies
12 Days Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
12 Days Ago
Fixaroo
12 Days Ago
Final cliffing
12 Days Ago
Fixed ai mounted weapon controller so it points at the right location again
12 Days Ago
prevent rear turret clipping checks from failing right at the corners
12 Days Ago
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
12 Days Ago
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
12 Days Ago
Setup swap RPG component on viewmodel
12 Days Ago
Marked remaining floating city collision meshes r/w
12 Days Ago
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
12 Days Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
12 Days Ago
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
12 Days Ago
Merge from parent
12 Days Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
12 Days Ago
merge from optimize_water_body_culling -> main
12 Days Ago
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
12 Days Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
12 Days Ago
Fixes to ensure the server representation is updated properly
12 Days Ago
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12 Days Ago
Rewrote cmounted turret client prediction
12 Days Ago
Fixes for Lumberjack and Outpost scientist NPC's
12 Days Ago
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu
12 Days Ago
merge from naval_update
12 Days Ago
re-exported hmlmg from blender and split off ammo box