136,942 Commits over 4,324 Days - 1.32cph!

9 Days Ago
signal computer transmit sound
9 Days Ago
merge from main/naval_update/sound_polish
9 Days Ago
merge from main/naval_update
9 Days Ago
cannon sound polish
9 Days Ago
sail sound polish
9 Days Ago
play a more agressive water movement sound when modular boats move quickly
9 Days Ago
deep sea island and ghost ship ambience tweaks
9 Days Ago
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
9 Days Ago
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9 Days Ago
updated cabbage patch dance clip length (had been exported as 1 frame)
9 Days Ago
Deep sea signal computer LODs and col
9 Days Ago
Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected) Pull Request: Added color support for Arctic player model
9 Days Ago
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
9 Days Ago
Deepsea signal computer mesh and prefab edits
9 Days Ago
merge cannon window clipping fix
9 Days Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
9 Days Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
10 Days Ago
Updated HorseMask
10 Days Ago
merge from main/naval_update
10 Days Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
10 Days Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
10 Days Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
10 Days Ago
Merge from naval_update
10 Days Ago
Also prevent double push when throwing grenades
10 Days Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
10 Days Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
10 Days Ago
server error fix
10 Days Ago
merge from main
10 Days Ago
ghostship crate spawn increase
10 Days Ago
audio changes on the 50cal turret and tweak on ptboat engine
10 Days Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
10 Days Ago
Merge: from main
10 Days Ago
Buildfix: remove non-existent call Tests: none, trivial change
10 Days Ago
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10 Days Ago
Merge from naval_update
10 Days Ago
Merge from naval_missions
10 Days Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
10 Days Ago
exported edited 3p north and west jog anims
10 Days Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
10 Days Ago
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10 Days Ago
merge from naval_update
10 Days Ago
Clean: remove extra level of indentation Tests: compiles
10 Days Ago
merge from artist_pack_dlc
10 Days Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
10 Days Ago
merge small cannon fixes to main
10 Days Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
10 Days Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
10 Days Ago
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10 Days Ago
updated signal computer
10 Days Ago
added normalized heightmap vis to baked ShoreVectorData