196,395 Commits over 4,110 Days - 1.99cph!

Yesterday
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
Yesterday
Merge from autoturret_peacekeeper
Yesterday
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
Yesterday
Merge from parent
Yesterday
Merge from simple_floating_entity (includes latest main)
Yesterday
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
Yesterday
Merge from food_spoil_pool_fix
Yesterday
Fixed food sometimes spoiling immediately when created (pooling issue)
Yesterday
Finally fixed it
Yesterday
Finish loading screen flex mockup
Yesterday
More gesture menu stuff
Yesterday
Merge from team_invite_changes
Yesterday
Don't allow duplicates in the invite list
Yesterday
WIP: Initial new loading screen setup
Yesterday
Removed some temporary testing logic
Yesterday
Merge from main
Yesterday
Merge from autoturret_peacekeeper
Yesterday
Merge from main
Yesterday
Slight menu transparency if in game
Yesterday
Menu open and close fade in/out
Yesterday
Stop quit modal from preventing escape from being picked up in game
Yesterday
Bloom improvements for new tonemap. More sky tweaks.
Yesterday
Fixed settings warmup nre
Yesterday
merge from fix_compile_tester_editor -> main
Yesterday
Fix compile tester so it targets the editor assembly as well
Yesterday
merge from print_light_counts -> main
Yesterday
wip gesture menu
Yesterday
Fix compile error
Yesterday
Don't build certain projects that won't build
Yesterday
Minor cleanups Port gmod-html from x86-64 for Windows only
Yesterday
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it. Minor cleanups More cleanups
Yesterday
Undo subtract
Yesterday
optimize FindActiveWaterBodies()
2 Days Ago
merge from main -> print_light_counts
2 Days Ago
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2 Days Ago
merge from party_system -> aux1
2 Days Ago
merge from party_system -> aux1
2 Days Ago
Add kickparty command to remove members from your party
2 Days Ago
Fix party not showing for the player who joins a party via an invite
2 Days Ago
merge from abyss_storage_fix
2 Days Ago
Abyss Containers - Changed deploy and open/close SFX to metallic ones fixed gibs warnings in vertical ver fixed missing collisions for small deployables in horizontal ver fixed horizontal ver corpse gibs collisionmeshdata error fixed horizontal ver missing groundwatch
2 Days Ago
Additional validation checks. Converted all the remaining whitebox blocks to BoatBuildingBlock
2 Days Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
2 Days Ago
Fix grenade explosions not being heard by scientists
2 Days Ago
Settings: Gesture menu baseline Reset tooltip when switching tabs
2 Days Ago
Ocean alpha test on beaufort 0
2 Days Ago
A ton of adaptations for the new height falloff.
2 Days Ago
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