133,541 Commits over 4,262 Days - 1.31cph!

Yesterday
cannonball explosion sounds and flight loop
Yesterday
Merge from indirect_instancing (also force-disables it for non developers)
Yesterday
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Yesterday
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Yesterday
Boost visibility of display back elements
Yesterday
Merge from main (to pull in mac_foliage_tearing_fix)
Yesterday
Ammo display llight now works again, and apply fade in to light intensity on deploy
Yesterday
Merge from mac_foliage_tearing_fix
Yesterday
Rebase on /main
Yesterday
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
Yesterday
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Yesterday
Cherrypick 50cal fixes
Yesterday
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Yesterday
Added NPC and vehicle breakdown to deepsea.printentitycount
Yesterday
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
Yesterday
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
Yesterday
merge from naval_update/islands_navmesh_fix
Yesterday
Removed a boat AI log
Yesterday
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Yesterday
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly Fixes scientists phasing through dwellings
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from nav_optimisation Bump radius to 200m just to be safe
2 Days Ago
Merge from naval_update
2 Days Ago
male17 & mossmanarctic glove viewmodel fix Patch some models cs_fix.mdl - Fixed it not loading zombie_soldier.mdl and soldier_stripped.mdl - Remove dependency on cs_fix.mdl, use z_anm.mdl and m_anm.mdl like they are supposed to for player models Fix underwater ambient sound never playing Apply memory allocator fix for LuaJIT Update game_sounds_manifest.txt Ignore VPK build files Update "CUtlBlockMemory overflow" warning with some numbers Add missing Episodic soundscripts to the HL2 fallback VPK Make npc_strider fall to the ground if moved via physics gun * Also negates the bug where Antlion Guard can launch the strider into the sky infinitely Fixed a material refcount issue with render.MaterialOverride * Occurred with dupe icon generator where the outline became missing texture. Fix potential refcount issues with MaterialOverrideByIndex * Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering Fixed a recently introduced compile warning Even more potential material refcount issue fixes * render.WorldMaterialOverride, render.ModelMaterialOverride, render.BrushMaterialOverride * Also reset all 3 on disconnect Fix potential crashes with malformed models Use model bounding box if it has no hitboxes for particles * This fixes an issue with most PHX props where the fire particles come out of a single spot on the model, instead of the entire model like expected.
2 Days Ago
Update with new icons
2 Days Ago
Codegen
2 Days Ago
Codegen protobuf
2 Days Ago
merge from main -> fix_steam_nickname_bags
2 Days Ago
Fix pumpkin.wearable (was back to front)
2 Days Ago
added elite crates to ghost ships, rebalanced cannon damage against player boats
2 Days Ago
Fixed diving fins missing material
2 Days Ago
add graphics.atmospherefogdensityscale
2 Days Ago
merge from deepsea_portal_weather_fixes
2 Days Ago
another compile fix
2 Days Ago
2 Days Ago
merge from deepsea_portal_weather_fixes
2 Days Ago
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
2 Days Ago
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2 Days Ago
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
2 Days Ago
merge from deepsea_demos_fixes
2 Days Ago
merge from main
2 Days Ago
Fixed climate not using the deep sea weather when playing demos in the deep sea
2 Days Ago
Fixed ocean material not switching to deep sea variant when playing demos in the deep sea
2 Days Ago
Fixed terrain config not switching to deep sea when playing demos
2 Days Ago
latex balloon better text conformity
2 Days Ago
merge from spacestation_storepages
2 Days Ago
Skin viewer: restored space LR 300 ammo counter screen following the changes
2 Days Ago
Sail lod FIX
2 Days Ago
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