132,954 Commits over 4,232 Days - 1.31cph!

5 Minutes Ago
Relax IsMarkedForDeletion checks for Entity:Get functions
7 Minutes Ago
Refactored BoatBuildingStation.GetPlayerCount to HasPlayerInBuildArea and it uses the bbs trigger instead of a vis. We don't care how many players, just if there are any or not.
10 Minutes Ago
Fix tropical underwater overlay logic issue
13 Minutes Ago
Regenerate tropical2
14 Minutes Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
34 Minutes Ago
Removed unused functions
34 Minutes Ago
merge from main/naval_update/floating_cities/island_ambience
44 Minutes Ago
Null check reloaded sound for cannons
48 Minutes Ago
consolidate hull creak local stings to single instance on the casino_base_ambience gameObject
50 Minutes Ago
51 Minutes Ago
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57 Minutes Ago
Bump the BoatBuildingStation autoclose check interval up now that most people are gonna be using deploy & edit
58 Minutes Ago
Rework how trace whitelist works * It now better respects the collisiongroup/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist Added game,GetMapChangeCount Entity:GetModel force lowercases weapon world models too * It was already forcing lowercase on all other entities Set min_use_angle to 0.8 in the FGD * 0.8 is the old default value, before the feature was added Fixed prop gibs stopping spawning after the 300th in multiplayer Apply proposed SV_PackEntity optimization (Community Contribution) Apply the same fix for func_proprrespawnzone * Of it not being tracked properly like clientside physics props PR: Prevent recreating `GhostEntity` every tick with some tools Remove redundant arguments from calls to Entity:Fire Pull Request: Fixed wrong motor torque axis * Fixes the motor torque axis being wrong if the motor was rotated after creation and before first activation.
1 Hour Ago
merge from main
1 Hour Ago
merge from Techtree_PrimHard_Nava
1 Hour Ago
Remove some redundant checks from CanClearArea. Misc rate limiting. Calculate and cache CanClear once a frame for the client when called - reuse it when there are multiple calls a frame (option menu show stuff)
1 Hour Ago
Added ramp up parameter for homing missiles, to control accuracy over lifetime.
1 Hour Ago
1 Hour Ago
reapply changes post merge
1 Hour Ago
Merge: from spectate_3p_fix - Bugfix for spectating yourself causing a client crash Tests: tried to spectate via F1 menu - no longer possible
1 Hour Ago
Clean: fix formatting for PlayerInfo Tests: none, trivial change
1 Hour Ago
Update: Block Spectate button in F1 Server menu when selected player is local player - updated engineui.serveradmin.playerinfo.prefab to link up the button Tests: Opened Server tab, selected self in list - button was not interactible
1 Hour Ago
Bugfix: Spectating - prevent server accepting spectating yourself Tests: Used F1 Server tab to spectate myself - no crash
1 Hour Ago
merge from main/naval_update
1 Hour Ago
2 Hours Ago
Reasign sound class to 50call sound and change pitch on loot storage
3 Hours Ago
merge from main/naval_update
3 Hours Ago
Swimwear_03 reposed
3 Hours Ago
Missed tape on canvas M
3 Hours Ago
Mat instancing for tropical foliage. (Respecting auto-change)
3 Hours Ago
Full spawns on 4
3 Hours Ago
merge from space_station_weapon_skin
3 Hours Ago
fixed wrong description on LR300 and space station LR300
3 Hours Ago
Fixed sulfur on 3.
3 Hours Ago
Texture polish for frameless artist canvas atlas. Icon generation for all canvas sizes. Vert AO polish to some of the canvases.
3 Hours Ago
Test saves
3 Hours Ago
Island 4 initial spawner setup and deep sea script.
3 Hours Ago
HeadsetCap and NightVisionGoogles repose
3 Hours Ago
Unsaved
3 Hours Ago
Change all GetEntitiesInBuildArea for BoatBuildingBlock to VehiclesLarge layer
3 Hours Ago
GetPlayerBoats() - GetEntitiesInBuildArea only checks VehicleLarge layer instead of all layers
3 Hours Ago
Reassign audio lists and removing a sound from the walkway prefab
3 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from naval_missions
4 Hours Ago
Fixed dock spawner on 2. Added spawns to 3.
4 Hours Ago
Merge: from spectate_3p_fix - Bugfix: fixes 3rd person spectate camera not following spectated player Tests: spectated target in 3rd person while original body was in a box - camera orbitted target as expected
4 Hours Ago
Tropical1 terrain colliders are now on the terrain layer
4 Hours Ago
Objectives that take you into the deep sea are now no longer valid if the deep sea is closed, preventing you from starting these missions until the deep sea opens again. Deep sea islands objective map marker is now invisible, it wasn't meant to be pointing you to a specific island anyway.
4 Hours Ago
Bugfix: Spectating - when in 3rd person mode, run overshoot checks relative to target entity, rather than current Used to work previously because current entity was part of parent - but since recent changes that's not the case Tests: 2p session on craggy - put spectator into the white box the started spectating. when switching to 3rd person, camera no longer stuck in box and is orbiting around target player
4 Hours Ago
glass material and texture tweaks