136,368 Commits over 4,324 Days - 1.31cph!

3 Days Ago
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
3 Days Ago
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
3 Days Ago
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
3 Days Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
3 Days Ago
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
3 Days Ago
Merge from main
3 Days Ago
Fix OSX compile error
3 Days Ago
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
3 Days Ago
func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Fix Alyx playermodel coloring covering some wrong areas Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes
3 Days Ago
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3 Days Ago
merge from main/naval_update
3 Days Ago
HorseMask setup
3 Days Ago
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3 Days Ago
Merge from naval_update
3 Days Ago
Merge from naval_missions
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from main
3 Days Ago
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
3 Days Ago
6 million microadjustments to the sky/weather to compensate for the black crush fix.
4 Days Ago
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
4 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
4 Days Ago
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
4 Days Ago
Fixing more rotational errors
4 Days Ago
Fixing rotational errors for gesture anims
4 Days Ago
talking animation polish pass
4 Days Ago
Merge: from main
4 Days Ago
pt boat engine audio loop tweaks
4 Days Ago
Fix issues with clearing missions when resetting player state
4 Days Ago
Another attempt at fixing npcs going through tropical ruins doors
4 Days Ago
merge back updated tropical1
4 Days Ago
Adding v4 fall anim
4 Days Ago
Added additional data to the shadow preset performance results
4 Days Ago
fix balloon LOD not dynamic (text disappearing on boats)
4 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
4 Days Ago
3p handcuff captive holdtype override controller and anims updated
4 Days Ago
Adding v4 door kick anim
4 Days Ago
Rebake trop1
4 Days Ago
merge from naval_update
4 Days Ago
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4 Days Ago
Adding mixamo to v4 anim transfers
4 Days Ago
Fix some traces not being added in the correct category of the npc visual debugger
4 Days Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
4 Days Ago
Codegen
4 Days Ago
Bugfix: unparent player if running leavedeepsea This fixes player waking up in random location, potentially being killed for going out of bounds Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
4 Days Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
4 Days Ago
merge from main -> mortar_prototype
4 Days Ago
added new pickup sound for coconut
4 Days Ago
Skip food detection on scientists
4 Days Ago
Shader preset balancing pass
4 Days Ago
Subtract 141985 (merge from client_parenting_callback_fix)