125,769 Commits over 4,171 Days - 1.26cph!

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.
Yesterday
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
Yesterday
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
Yesterday
Fixed reticle in settings preview not getting scaled correctly when not connected to a server Get rid of IndependentScale, just do it myself
Yesterday
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Yesterday
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Yesterday
progress on guide mesh rendering improvements
Yesterday
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
Yesterday
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
Yesterday
Fix color picker events, upgrade components to look more rust-y
Yesterday
Walkway LOD/COL progress
Yesterday
Various cleanup/refactoring/optimization bits Get rid of allocations, stop settings preview crosshair updating while menu is closed Add convar to reset crosshair back to default Fix compile error
Yesterday
w_hmlmg updates - re-skinned updated uv'd model & re-exported w_hmlmg_rigged - set updated rigged model to import mats (as per new workflow) - set mats on .entity to revert to receive updates - rebuilt .worldmodel prefab due to existing model used not being linked
Yesterday
Add colourpicker to workshop skin editor, switch skin editing rows to FlexElement
Yesterday
UI pages cache their scroll rect components and disable them when invisible
Yesterday
Musical instrument and bow updates for entity, hold types and anims
Yesterday
merge from main
Yesterday
Cargo can no longer exit the main island from the deep sea side Added cargoship.egress command
Yesterday
More dirt on food market containers. Alpha added to hanging fish material.
Yesterday
Removed the blue cast from the clovers on our old grass splat texture.
Yesterday
Ground spawn improvements.
Yesterday
merge from skeleton_bonename_fix
Yesterday
Changed BoneProperty name tpye from phrase to string instead No reasons to have phrases, they arent translated, we always excluded them from the phrase update and its causing issue with the recent localization changes
Yesterday
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