128,802 Commits over 4,201 Days - 1.28cph!

6 Days Ago
merge from floating cities
6 Days Ago
FC1,2,3 HLOD refresh and S2P
6 Days Ago
re-enabled some shadows in med barge
6 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
7 Days Ago
Merge from scene_holster_tools
7 Days Ago
Move the scene based holster tool buttons into the scene view and not the inspector
7 Days Ago
Merge from water_pump_power_fix
7 Days Ago
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
7 Days Ago
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
7 Days Ago
Fix scientists moonwalking on ghost ships
7 Days Ago
Fix InfoZone NRE from scientists on ghostships
7 Days Ago
Mark two more collision meshes r/w
7 Days Ago
merge npc parenting to naval update.
7 Days Ago
merge back cannon and player animator fixes to naval_update
7 Days Ago
Embed playable graph tooling
7 Days Ago
Reset base animator layer weight whenever we're not playing one shots.
7 Days Ago
Try to fix black bars on RHIB (that can show up at certain angles)
7 Days Ago
mounted_turret_reloading -> naval_update
7 Days Ago
naval_update -> mounted_turret_reloading
7 Days Ago
Fix some more dodgy angles on the front seat
7 Days Ago
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
7 Days Ago
7 Days Ago
Add server convar to allow mounting the cannons outside of boats
7 Days Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
7 Days Ago
Topologies
7 Days Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
7 Days Ago
Fixaroo
7 Days Ago
Final cliffing
7 Days Ago
Fixed ai mounted weapon controller so it points at the right location again
7 Days Ago
prevent rear turret clipping checks from failing right at the corners
7 Days Ago
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
7 Days Ago
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
7 Days Ago
Setup swap RPG component on viewmodel
7 Days Ago
Marked remaining floating city collision meshes r/w
7 Days Ago
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
7 Days Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
7 Days Ago
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
7 Days Ago
Merge from parent
7 Days Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
7 Days Ago
merge from optimize_water_body_culling -> main
7 Days Ago
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
7 Days Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
7 Days Ago
Fixes to ensure the server representation is updated properly
7 Days Ago
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7 Days Ago
Rewrote cmounted turret client prediction
7 Days Ago
Fixes for Lumberjack and Outpost scientist NPC's
7 Days Ago
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu