129,088 Commits over 4,201 Days - 1.28cph!

Yesterday
Merge from naval_update
Yesterday
merge from deep_sea
Yesterday
codegen
Yesterday
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
Yesterday
merge from main
Yesterday
added rpg7 as skinnable of rocket launcher, set up skin.asset file
Yesterday
merge from 134460 - removbed SRGB from halloween wallpaper AO and adjusted other halloween wallpaper textures to compensate
Yesterday
Kreig shotgun now matches pump shotgun Pump shotgun ammo Magazine size 6 -> 8
Yesterday
Merge from map_work
Yesterday
Logs, compile fix
Yesterday
Various fog fixes
Yesterday
Fix terrain textures appearing incorrect when exiting map Don't show fog of war on rhib map Re-enable fog of war
Yesterday
Disable map markers changing global group if they are in deep sea Reallow deep sea map from mainland Create new island map markers Add MapBlit tool to bake out the current map into a 8x8k image for external tools
Yesterday
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
Yesterday
Merge from island_scenes
Yesterday
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Yesterday
Don't show deep sea map button if not in deep sea
Yesterday
Fix compile error that didn't merge from main
Yesterday
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
Yesterday
merge from fix_rhib_teleport -> naval_update
Yesterday
Add rhib and scientist RHIB to the vehicle whitelist
Yesterday
Merge from main
Yesterday
merge from fix_rhib_teleport -> navaL_update
Yesterday
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
Yesterday
Fixed backpack unlock
Yesterday
Merge from small_ramp
Yesterday
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Yesterday
Missed style file (rhyme time)
Yesterday
Change Image material on buttons so they all appear white
Yesterday
Merge from parent
Yesterday
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
Yesterday
merge from main -> naval_update
Yesterday
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
Yesterday
Add gametip for too hot debris harvest attempts
Yesterday
merge from fix_terrain_texturing_alloc -> main
Yesterday
merge from upgrade_cctv_convars -> main
Yesterday
remove whitespace, also forgotten from last commit message: - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
Yesterday
Upgrade CCTV convar commands - change CCTV setting convar to extend to all remote controllables that use an identifier - changed name of the convar from "setcctvcameracode" -> "setrccode" - addcctvcode and removecctv convars now accept multiple code arguments
Yesterday
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
Yesterday
halloween wallpapers texture tweaks vol2
Yesterday
halloween wallpapers texture tweaks
Yesterday
merge from main -> fix_terrain_texture_alloc
Yesterday
Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Bump system error buffer to 256 Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms
Yesterday
Casino big wheel room tweaks and fixes Removed collider from netting blocker
Yesterday
merge from main -> naval_update
Yesterday
merge from fix_tree_impostors -> naval_update
Yesterday
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Yesterday
Add helper property for "Is the local player in the deep sea"
Yesterday
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
Yesterday
Fix compile error