125,337 Commits over 4,171 Days - 1.25cph!

7 Days Ago
PT Collision update
7 Days Ago
v4 explosives entity, hold type and animation updates
7 Days Ago
Only tick steering update when a player is mounted to the wheel
7 Days Ago
Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
7 Days Ago
merge from indirect_instancing_toggle
7 Days Ago
Restrict Indirect Instancing ConVars to debug builds only
7 Days Ago
Add the video for the pack
7 Days Ago
merge from store-updates-sept2025
7 Days Ago
Progress
7 Days Ago
Removed Default Blueprint flag flag from mannequin, preventing it from being made into a blueprint (Now matches other DLC behaviour)
7 Days Ago
Casino progress
7 Days Ago
Add support to team bag labels provided you have building priv from a tugboat or shelter
7 Days Ago
Add support for entity building priv Eg if you have priv on a tugboat or a shelter
7 Days Ago
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8 Days Ago
Set dressing supplies barge VERY WIP
8 Days Ago
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8 Days Ago
Change it to as attachment - to match the storage containers
8 Days Ago
move sleeping player collider out of the ground (TENTATIVE), fix waterlevel capsule math with small height values
8 Days Ago
Moved casino barge to make gaps between barges larger Modified casino layout / removed shipping containers Some modelling progresss on the casino mesh Moved supplies barge and connecting docks and fixed all bridge connections
8 Days Ago
Fixed an issue with HUDShouldDraw Do not try to load VTF sphere maps for VTF 7.4 Apparently some 7.4 cubemap textures do not have it, from CS:GO probably Alias dz_door to prop_door_rotating Added NPC:ConditionID (Opposite of NPC:ConditionName) Added NPC:IsUnforgettable and NPC:MoveGroundStep ClientsideModel sets collision group to DEBRIS Minor cleanups Fixed clientside prediction breaking hull traces against local player Prevent item_item_crate from spawning certain entities Made Entity:PhysicsInitBox/Sphere set solidity before the physics object * This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit() Added sequence events to util.GetModelInfo Events table in each of the Sequences tables, each having the following: * Cycle * Event - ID * Name * Type * Options Added effects.TracerSound Remove fallbacks for CSS player models Update DoD:S player model fallbacks
8 Days Ago
Restore stomped killbees command
8 Days Ago
Progress backup
8 Days Ago
Some wip placement checks
8 Days Ago
Shift convar values by -1
8 Days Ago
deleting annoying name conflicts
8 Days Ago
First pass WIP supplies shop structure
8 Days Ago
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC - Update developer convar for accessing skins, can now simulate owning no skins
8 Days Ago
Added a new name field for modding monument marker, as the english field is not serialized anymore
8 Days Ago
Move player visibility position back to the head bone
8 Days Ago
PT Boat Collision Pass
8 Days Ago
full fix the NRE
8 Days Ago
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
8 Days Ago
fix for pooled random bone rotations on mannequin
8 Days Ago
Fixed newly introduced TriggerParentEnclosed NRE
8 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
8 Days Ago
Merge: from main
8 Days Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
8 Days Ago
working on chainsaw attack animations
8 Days Ago
added player update anim settings preset
8 Days Ago
merge from translation_breaking_mods_fix
8 Days Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
8 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
8 Days Ago
Splat stuff
8 Days Ago
Splat blockout