132,016 Commits over 4,232 Days - 1.30cph!

18 Minutes Ago
merge from main/naval_update
1 Hour Ago
Post merge fixes
1 Hour Ago
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1 Hour Ago
steering wheel increased texture resolution and shading fix on some wood handles
2 Hours Ago
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3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
Fixed deep sea exit portal always spawning south Some refactoring
3 Hours Ago
add text colour scaling depending on time of day, added CanvasLOD
3 Hours Ago
hooked up lodgroup correctly this time on balloons and also fixed vertex order on lod1's on heart and speechbubble balloons so materials preserve across lodchain
3 Hours Ago
merge from birthday2025 fixed lod issue
3 Hours Ago
merge from main/naval_update
3 Hours Ago
Fixed z flickering in casino barge
3 Hours Ago
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
3 Hours Ago
Merge from naval_update
4 Hours Ago
Fix compile error
4 Hours Ago
Increase lagcomp invalid ent clear timer to 60 seconds Added serverlist.ServerRules (menu state) * Similar to serverlist.PlayerList but for server rules. Both also now have a second argument in the callback indicating whether the callback was an error Update gmod.code-workspace Revert "Potential fix for HUDWeaponPickedUp getting wrong entities" This will require network breaking changes Prevent worldspawn (re)creation in a few more places Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
4 Hours Ago
- Add teleport2nearest console command to teleport to nearest target entity. Can pass in optional arg to teleport to nth closest entity - Add optional arg to completeMissionStage to block objective resetting
4 Hours Ago
- Move conversation response and can accept mission checks to be run entirely on the server. This fixes issues with players potentially seeing invalid dialogue choices - Fix another instance of the wrong list being reset to the pool in NPCMissionProvider - Fix invalid mission instances potentially not being handled when generating mission protobuf - Fix dialogue options showing the wrong option number - Replace various Lists with BufferLists - Cleanup some english strings for existing NPC dialogue
4 Hours Ago
merge from main/naval_update
4 Hours Ago
merge from naval_update
4 Hours Ago
Fixed MapView NRE when disconnecting with the map open
4 Hours Ago
merge from birthday2025
4 Hours Ago
removed duplicate lodgroups from balloons
5 Hours Ago
merge from birthday2025
5 Hours Ago
enabled RW on balloon gibs
5 Hours Ago
set mixedclump as hidden, uncraftable
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Make sure the weather isnt stormy in the deep sea when opening The waves were messing with the boat buoyancy during the spawning phase
5 Hours Ago
moved easel to deployables folder, set up very wip deployable
6 Hours Ago
merge from fix_health_info_popup -> main
6 Hours Ago
compiler fix
6 Hours Ago
pt_boat_turrets -> naval_update
6 Hours Ago
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000. Added IDestroyableOnPlayerBoatCollision. Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
6 Hours Ago
merge from fix_health_info_popup -> main
Today
switch from syncvar to RPC, just makes it simpler in this case
Added soome more null checks in handle aiming - should stop on mount nre
Today
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- Fix turrets randomly snapping to stupid rotations for no reason
Today
Cocoknight torso and legs reposing
Today
exported latest lr300 space vm anims
naval_update -> pt_boat_turrets
Today
Increase FOV networking bits from 8 to 16 Since they are floats, they need a bit extra to maintain precision Network CallOnClient and HUDWeaponPickedUp using EHANDLE * It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
Today
Front 50cal animation updates
Today
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Today
Cocoknight armor head and gloves reposing
Today
merge from naval_update/deep_sea
Today
Fixed rhib map screens masking: - switched to rect 2d mask - added support for rect 2d masking in the map shader