135,975 Commits over 4,293 Days - 1.32cph!

2 Months Ago
stripped rendererbatch on powerline cardboard crates as that still causes issues
2 Months Ago
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2 Months Ago
Enabled RW on 2 bullet meshes to fix 50 cal particle system warnings
2 Months Ago
merge from fix_boat_teleport_checks -> naval_update
2 Months Ago
Fix portal teleport check not ignoring the terrain margin properly - make it also ignore TerrainMargin outside of editor too so it works on Craggy standalone (shouldn't affect Procgen as TerrainMargin will never be in the way of the boats)
2 Months Ago
Set tropical terrain material decal layers 0 & 1
2 Months Ago
Merge from tropical_shore
2 Months Ago
Adjust shore and underwater values
2 Months Ago
Merge from naval_update
2 Months Ago
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
2 Months Ago
Fixed mainland fog of war being cleared when deep sea closes
2 Months Ago
Merge from parent
2 Months Ago
Increase imposter render bounds to fix culling issues in deepsea
2 Months Ago
reduce cannon fire mech sound volume slightly
2 Months Ago
assign UI handling sounds to boat deployables
2 Months Ago
Null check in TerrainPath:FindClosest
2 Months Ago
RHIB storage sounds
2 Months Ago
Add PT Boats to deep sea vehicle whitelist
2 Months Ago
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2 Months Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
2 Months Ago
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
2 Months Ago
space lr300 sounds
2 Months Ago
Fix tropical1 terrain size, and add earlier assert
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards)
2 Months Ago
RC (not s2p'd)
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]
2 Months Ago
Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]
2 Months Ago
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2 Months Ago
Dwelling prefab zero points Heightmap for ruins Scene backup
2 Months Ago
Boat prefabs
2 Months Ago
Docks
2 Months Ago
Merge from naval_update
2 Months Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
2 Months Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
2 Months Ago
Fix scarecrow headwrap not working on female players
2 Months Ago
merge indirect_instancing fixes
2 Months Ago
Added convar to the settings menu
2 Months Ago
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2 Months Ago
Fix map load crashes with that one map I was sent Adjust "Invalid value %f for -maxlightmapdim" warning * Will now say that it is ignoring the value, and display the valid value range. VBSP now adds extra keyvalues to worldspawn about itself * 2 keyvalues that could be useful for debugging: * "vbsp_version" which will contain the VBSP compile date * "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP Relax IsMarkedForDeletion checks for Entity:Get functions Fix ManipulateBone issue Fixed a stack overflow crash with IK_ATTACHMENT
2 Months Ago
Large & small boathouse prefabs. Fixed shadow proxy on walkway large stairs.
2 Months Ago
Zero'd coords.
2 Months Ago
2 new ruins.
2 Months Ago
Potential fix for NPCAnimController NRE
2 Months Ago
Merge: from main - Bugfix: Removes client-side network group setting when updating parents - fixes phantom entities on cargoship and other global network entities Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected
2 Months Ago
Update: BaseEntity.UpdateParenting no longer tries to update network group - When client receives an entity snapshot, allow it to update the network group if it's out of sync We already get network group change messages - there's no need to try to "guess" on the client and potentially desync. Tests: flew around craggy, was able to pick up items, chop trees, kill animals. spawned cargoship and dropped items on it, spawned dressed player & killed him, then deleted them using console cmd - they got cleaned up as expected