136,349 Commits over 4,324 Days - 1.31cph!

3 Hours Ago
Small display lighting tweak.
3 Hours Ago
File organization
3 Hours Ago
Signal computer polish.
5 Hours Ago
Signal computer improvements, part 1.
Today
Final tweaks for the ambient black crush fix.
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Yesterday
signal computer transmit sound tweaks
Yesterday
signal computer transmit sound
Yesterday
merge from main/naval_update/sound_polish
Yesterday
merge from main/naval_update
Yesterday
cannon sound polish
Yesterday
sail sound polish
Yesterday
play a more agressive water movement sound when modular boats move quickly
Yesterday
deep sea island and ghost ship ambience tweaks
Yesterday
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
Yesterday
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Yesterday
updated cabbage patch dance clip length (had been exported as 1 frame)
Yesterday
Deep sea signal computer LODs and col
Yesterday
Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected) Pull Request: Added color support for Arctic player model
Yesterday
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
2 Days Ago
Deepsea signal computer mesh and prefab edits
2 Days Ago
merge cannon window clipping fix
2 Days Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
2 Days Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
2 Days Ago
Updated HorseMask
2 Days Ago
merge from main/naval_update
2 Days Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
2 Days Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
2 Days Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
2 Days Ago
Merge from naval_update
2 Days Ago
Also prevent double push when throwing grenades
2 Days Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
2 Days Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
2 Days Ago
server error fix
2 Days Ago
merge from main
2 Days Ago
ghostship crate spawn increase
2 Days Ago
audio changes on the 50cal turret and tweak on ptboat engine
2 Days Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
2 Days Ago
Merge: from main
2 Days Ago
Buildfix: remove non-existent call Tests: none, trivial change
2 Days Ago
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2 Days Ago
Merge from naval_update
2 Days Ago
Merge from naval_missions
2 Days Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
2 Days Ago
exported edited 3p north and west jog anims
2 Days Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
2 Days Ago
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2 Days Ago
merge from naval_update
2 Days Ago
Clean: remove extra level of indentation Tests: compiles
2 Days Ago
merge from artist_pack_dlc