125,735 Commits over 4,171 Days - 1.26cph!

6 Hours Ago
Manifest
6 Hours Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
6 Hours Ago
merge from hackweek_crosshair_customization
6 Hours Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
6 Hours Ago
floating city save cleanup of the floating walkways prefabs
Today
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
Today
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
Today
Rejiigged hierarchy for barge painting
Today
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
Added WIP mannequin prop
Today
More sail setup to match art
Today
shifted t1 workbench around
Today
merge form meta_shift
Today
Remove a previous client side visual rotation hack for sail now we have art
Today
Player updates for M39 and spray can item updates
Today
Sail fixes
Today
More cleanup and removing old code.
Today
merge from drone_storage_slot
Today
Quick commit before vert painting barges
Today
Missed some files
Today
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
Today
- Added optional independent tiling and offset for the standard shader's emission map. - Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface. - Improved formatting for the emission section of the material editor.
Today
Merge from parent
Today
Missions now reward more/better loot
Today
Sail deploymennt guide mesh setup
Today
PlayerBoat cleanup
Today
More dirt added to blue containers
Today
Updated sail prefab with artwork
Today
merge from main
Today
merge from menu_optims
Today
Halloween Wallpapers - Initial setup
Today
merge from meta_shift
Today
Spike trap damage pass
Today
Merge from parent
Today
Merge from main
Today
merge from main
Today
Spawns
Today
Ground spawns.
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
Today
Fixed reticle in settings preview not getting scaled correctly when not connected to a server Get rid of IndependentScale, just do it myself
Today
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Today
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Today
progress on guide mesh rendering improvements
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
Today
water shader data fixes Fixes water on sp_a3_03 looking wrong, but not completely EnvMap support for expensive water Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work
Today
Fix color picker events, upgrade components to look more rust-y
Yesterday
Walkway LOD/COL progress