130,733 Commits over 4,232 Days - 1.29cph!

Yesterday
merge from deep_sea
Yesterday
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
Yesterday
merge from naval_update
Yesterday
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
Yesterday
Fixed -tools spamming about "Too many popups!" when its not so * It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014. Fixed spritecard orientation 3 not rendering at all Unify how entities are removed Apply proposed fix for CModelLoader::Studio_ReloadModels garrysmod-issues/issues/6467 Fixed crashes to do with IK certain models Fixed an infinite loop on map unload
Yesterday
M92 - Texture updates
Yesterday
Hide chat log for autoswitching if the channel didn't change
Yesterday
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
Yesterday
scientist_boat_ai_improvements_3 -> naval_update
Yesterday
scientist_boat_ai_improvements -> naval_update
Yesterday
- Better AI attacking turret distance checks - Better turret DOT checks
Yesterday
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
Yesterday
Fixes
Yesterday
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
Yesterday
Yesterday
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
Yesterday
Fixed fireball yellowification.
Yesterday
Removed InitBounds hack in deep sea portal UpdateRenderer
Yesterday
Fixed floating city losing their global networkness on save restore
Yesterday
- Wrap floating cities in the same avoidance triggers as Oilrig
Yesterday
merge from naval_update
Yesterday
fixed worldmodel outline not showing
Yesterday
merge from main -> puzzle_reset_changes
Yesterday
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
Yesterday
Ignore new multi command behaviour for binds, they already handled chaining before.
Yesterday
front 50cal view model camera animations - block out
2 Days Ago
lowered research costs to be in line with new workbench values
2 Days Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
2 Days Ago
Fix client boat building blocks after paste
2 Days Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
2 Days Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
2 Days Ago
merge from main
2 Days Ago
Reworked the supply drop to fix the visual regression.
2 Days Ago
Add proper null check when dismounting weapon seats
2 Days Ago
Merge from parent
2 Days Ago
Compile fix
2 Days Ago
merge from boat_building
2 Days Ago
Updating rf transmitter deploy animation
2 Days Ago
Predict reload syncvar
2 Days Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
2 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
2 Days Ago
blowpipe animation updates
2 Days Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
2 Days Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
2 Days Ago
Merge from horse_medsyringe_healing
2 Days Ago
Fix mission event for healing using wrong prefab ID
2 Days Ago
mini fridge corpse mesh
2 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
2 Days Ago
Merge from parent