132,972 Commits over 4,232 Days - 1.31cph!

2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
merge from deepsea_generation_tweaks
2 Days Ago
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
2 Days Ago
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
2 Days Ago
S2P + HLOD all floating cities
2 Days Ago
Merge from floating_cities (stomped prefabs, will need to S2P)
2 Days Ago
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
2 Days Ago
Remove boat door from tutorial
2 Days Ago
Tweaked deep sea generation, entities are more clustered
2 Days Ago
merge from naval_update
2 Days Ago
merge from boat_building
2 Days Ago
compile fix
2 Days Ago
Merge from extended_decay
2 Days Ago
Reset decay when converting to editable
2 Days Ago
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2 Days Ago
WIP on standardized object health display conditions
2 Days Ago
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
2 Days Ago
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2 Days Ago
Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. CThreadFastMutex changes for 64bit vphysics HLMV launches and runs now Also a few other minor merges from x86-64 More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list
2 Days Ago
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay. Add BoatBuildingBlockDecayDurationMultiplier convar. Boat building block decay duration doubles the standard decay by default. Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
2 Days Ago
naval_update -> pt_boat_polish_pass_2
2 Days Ago
Added "hull" to name check for isFoundation in BuildingBlockDecay
2 Days Ago
Scene2prefab
2 Days Ago
Fixed mounting issues on sofa in the casino
2 Days Ago
Boat damage cooldown fix
2 Days Ago
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
2 Days Ago
merge from main/naval_update
2 Days Ago
Optimized improvised walkway LOD2 meshes (support variants only)
2 Days Ago
merge from boat_building
2 Days Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
2 Days Ago
Fix occasional sail state/interaction being fucked after a load.
2 Days Ago
Diving Fins Repose
2 Days Ago
fix birthday hat with mannequin giving free light
2 Days Ago
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
2 Days Ago
Fix NRE on bradley's death
2 Days Ago
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2 Days Ago
merge from main/naval_update
2 Days Ago
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2 Days Ago
Extra files
2 Days Ago
More agressive LOD distances on improvised walkway set Changed LOD1 from 10 to 5 LOD2 from 25 to 15 Thin supports and railings culling set to 60 from 75
2 Days Ago
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2 Days Ago
Merge from naval_missions
2 Days Ago
Remove test script
2 Days Ago
Rename new missions to have helpful prefixes
2 Days Ago
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
2 Days Ago
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
2 Days Ago
Artist Canvas M - LOD and gibs and setup
2 Days Ago
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
2 Days Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
2 Days Ago
merge from ice_sculptures2/pointgrid_to_sdf