135,109 Commits over 4,293 Days - 1.31cph!

11 Days Ago
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11 Days Ago
Emission texture & mat for the deep sea buoy.
11 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
11 Days Ago
Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback
11 Days Ago
merge from custom_icon_pooling_fix
11 Days Ago
Fixed a pooling bug with custom item icons
11 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
11 Days Ago
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11 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
11 Days Ago
Fixed slightly floating crate on docks
11 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
11 Days Ago
merge from main -> fix_foundation_clipping_rocks
11 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
11 Days Ago
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11 Days Ago
travelling_vendor_spawn_prechecks -> main
11 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
11 Days Ago
Hooked up missing canvas materials
11 Days Ago
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11 Days Ago
codegen
11 Days Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
11 Days Ago
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
11 Days Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
11 Days Ago
merge from main
11 Days Ago
sign_painting_ui_escape -> main
11 Days Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
11 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
11 Days Ago
autoturret_improvements -> main
11 Days Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
11 Days Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
11 Days Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
11 Days Ago
Remove RTVoice again
11 Days Ago
Corpse setup for scrap component box
11 Days Ago
main -> autoturret_improvements
11 Days Ago
Some deep sea cleanup and pool leak fixes
11 Days Ago
Merge from naval_update
11 Days Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
11 Days Ago
Fix player models continuing to play animations in demos when paused.
11 Days Ago
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11 Days Ago
Map marker edit UI now appears above fog of war
11 Days Ago
Merge from naval_update
11 Days Ago
Merge from main
11 Days Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
11 Days Ago
Merge from main
11 Days Ago
Inventory null check in Mailbox
11 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
11 Days Ago
Only calculate position and scale once in ImpostorBatching
11 Days Ago
rebase on main
11 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
12 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4