132,820 Commits over 4,232 Days - 1.31cph!

28 Minutes Ago
Set tropical terrain material decal layers 0 & 1
43 Minutes Ago
Merge from tropical_shore
46 Minutes Ago
Adjust shore and underwater values
1 Hour Ago
Merge from naval_update
1 Hour Ago
soften wallpaper/planner deploy sound and add two more variations since we're hearing it more often now
1 Hour Ago
Fixed mainland fog of war being cleared when deep sea closes
1 Hour Ago
Merge from parent
1 Hour Ago
Increase imposter render bounds to fix culling issues in deepsea
1 Hour Ago
reduce cannon fire mech sound volume slightly
1 Hour Ago
assign UI handling sounds to boat deployables
2 Hours Ago
Null check in TerrainPath:FindClosest
2 Hours Ago
RHIB storage sounds
3 Hours Ago
Add PT Boats to deep sea vehicle whitelist
3 Hours Ago
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3 Hours 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
3 Hours Ago
Use slightly smaller bounds when picking a spawn position for ghost ship sounds
4 Hours Ago
space lr300 sounds
4 Hours Ago
Fix tropical1 terrain size, and add earlier assert
4 Hours 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)
4 Hours Ago
RC (not s2p'd)
5 Hours 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]
5 Hours 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]
5 Hours 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]
5 Hours 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]
5 Hours 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]
5 Hours 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]
5 Hours 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]
5 Hours Ago
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5 Hours Ago
Dwelling prefab zero points Heightmap for ruins Scene backup
5 Hours Ago
Boat prefabs
6 Hours Ago
Docks
Today
Merge from naval_update
Today
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
Today
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
Fix scarecrow headwrap not working on female players
Today
merge indirect_instancing fixes
Today
Added convar to the settings menu
Today
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Today
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
Today
Large & small boathouse prefabs. Fixed shadow proxy on walkway large stairs.
Today
Zero'd coords.
Today
2 new ruins.
Today
Potential fix for NPCAnimController NRE
Today
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
Today
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
Today
add convar setting for hammer always displaying health info, if you dislike clutter and want to turn it off
Today
Renaming ruins to ruins_C for clarity. Coconut hydration 60 > 50
Today
Bugfix: Run same network-group-inheritance checks on client when recieving snapshots This resovles a scenario where dropped items/players on a cargoship/crane/etc have local net group, but client resolves global net group. Tests: Spawned cargo ship, spawned NPC, player - killed both. dropped items. flew away, destroyed them via console, flew back - they were gone
Today
ScarecrowHead, FrankensteinMask and BanditOutfit repose
Today
50cal reload sounds added to the animation of the single 50cal