132,993 Commits over 4,232 Days - 1.31cph!

60 Days Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
60 Days Ago
Merge from oct2025_merge
60 Days Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
60 Days Ago
Merge from oct2025_merge
60 Days Ago
Mark clothing fbx's as non r/w
60 Days Ago
Merge from main Stomped player animation controller changes (sorry)
60 Days Ago
boat_ai_optimisations_2 -> naval_update
60 Days Ago
Increase interest intensity
60 Days Ago
Fix boken avoidance logic after our move to jobs
60 Days Ago
boat_ai_optimisations -> naval_update
60 Days Ago
merge from main
60 Days Ago
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60 Days Ago
60 Days Ago
boat_ai_optimisations_2 -> naval_update
60 Days Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
60 Days Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
60 Days Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
60 Days Ago
boat_ai_optimisations -> naval_update
60 Days Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
60 Days Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
60 Days Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
60 Days Ago
60 Days Ago
merge from main -> hotbar_food_eating
60 Days Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
2 Months Ago
2 Months Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
2 Months Ago
skull torch setup
2 Months Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
2 Months Ago
merge from cannon_animation
2 Months Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
2 Months Ago
merge from naval_update
2 Months Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
2 Months Ago
merge from copy_paste_boats -> naval_update
2 Months Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
2 Months Ago
entity updates
2 Months Ago
entity updates
2 Months Ago
skinning knife and shovel entity updates (offsets to line up with pose)
2 Months Ago
Added floating city 2 in the deep sea
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/floating_cities
2 Months Ago
S2P floating city 1 and 2
2 Months Ago
merge from naval_update
2 Months Ago
merge from ghost_ship_parenting -> deep_sea
2 Months Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
2 Months Ago
Preserve meshCache old behaviour by adding submesh tris to another field
2 Months Ago
Reimplemented sail wind blocking: sails will only be blown by the wind if there is room behind the sail. Added list of points to check for clear LOS. Debug drawing of LOS points and status. Sail.Blowing now checks Flag_WindBlocked is false. Additional recache of value on sail raised/lowered.
2 Months Ago
Merge from monument_notification_sounds
2 Months Ago
2 Months Ago
Cancel running tile building operations if the tile is re-queued