134,338 Commits over 4,262 Days - 1.31cph!

49 Days Ago
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49 Days Ago
scientist_boats_improvements_3 -> naval_update
49 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
49 Days Ago
Enable pauseUntilLooted in powerplant S2P
49 Days Ago
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
49 Days Ago
updated prefab scale and added positonal offset
49 Days Ago
Implement fuse for cannon firing
49 Days Ago
boombox anim updates
49 Days Ago
Pull towards the centre the further out the boats are in the deepsea
49 Days Ago
audio files import and floating walkway audio set up
49 Days Ago
Updated model for tactical gloves
49 Days Ago
merge from Minifridge_IndustrialAdapter
49 Days Ago
Jacket snow repose
49 Days Ago
Lowered the industrial adapter socket so its not floating above the fridge when deployed
49 Days Ago
merge from naval_update
49 Days Ago
Merge from parent
49 Days Ago
exported updated chainsaw harvesting anims and slight edit of vm admire camera
49 Days Ago
prefab update
49 Days Ago
prefab update
49 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
49 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
49 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
49 Days Ago
building planner texture update with new graphics
49 Days Ago
placeholder setup of viewmodel (so Pedro can see textures) -set materials to import on model
49 Days Ago
naval_update -> scientist_boat_ai_improvements_3
49 Days Ago
turret_head_animations -> naval_update
49 Days Ago
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49 Days Ago
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49 Days Ago
Bugfix: UseOcclusionV2 - handle spectating players Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them. Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
49 Days Ago
Merge: from main
49 Days Ago
Adjust rhib scientists HP
49 Days Ago
More oil rig boat ai avoidance layer adjustments
49 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
49 Days Ago
rocket launcher rpg despawn set
49 Days Ago
Fixed some indirect lighting issues with the lit shader in RRP
49 Days Ago
delete phantom minifridge icon in root
49 Days Ago
fixed animated camera issues
49 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
49 Days Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
49 Days Ago
merge from cargo_egress_fix
49 Days Ago
Fixed cargo still able to go through oil rig when egressing
49 Days Ago
bug fix's for a selection of player update 3p animations
49 Days Ago
Remove scrap cost from io table to bring in-line with workbench
49 Days Ago
Update FGD files * MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman * Cleanup trailing whitespace Fix another infinite loop on disconnect
49 Days Ago
Update FGD files * MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman * Cleanup trailing whitespace Fix another infinite loop on disconnect
49 Days Ago
Clatter helmet repose
49 Days Ago
merge from green_hazmat Steamunlock - todo
49 Days Ago
Texture size optimization.
49 Days Ago
Merging main branch to fpbuild_jenkins
49 Days Ago
Prevent player's view ROLL from being changed by bad actor maps * Either by spawning or teleporting the player Another malicious map prevention Do not rebuild node graph for workshop maps Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded Prevent unexpected disconnection when using gm_load on a server NULLLLL chex Make certain NPCs appear in killfeed * Helicopter, Combine Ceiling Turret and Camera and Antlion Grub Fix inverted null check from yesterday Fixed regression with clientside entity removal 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