131,436 Commits over 4,232 Days - 1.29cph!

2 Months Ago
Gesture menu now reliably waits for the store to be 100% warmed up before being initialised Pages cannot be warmed up twice when using the skip main menu warmup editor setting Refactored pages warmup
2 Months Ago
Manifest
2 Months Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
2 Months Ago
merge from hackweek_crosshair_customization
2 Months Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
2 Months Ago
floating city save cleanup of the floating walkways prefabs
2 Months Ago
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
2 Months Ago
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
2 Months Ago
Rejiigged hierarchy for barge painting
2 Months Ago
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
2 Months Ago
Added WIP mannequin prop
2 Months Ago
More sail setup to match art
2 Months Ago
shifted t1 workbench around
2 Months Ago
merge form meta_shift
2 Months Ago
Remove a previous client side visual rotation hack for sail now we have art
2 Months Ago
Player updates for M39 and spray can item updates
2 Months Ago
Sail fixes
2 Months Ago
More cleanup and removing old code.
2 Months Ago
merge from drone_storage_slot
2 Months Ago
Quick commit before vert painting barges
2 Months Ago
Missed some files
2 Months Ago
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
2 Months Ago
- Added optional independent tiling and offset for the standard shader's emission map. - Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface. - Improved formatting for the emission section of the material editor.
2 Months Ago
Merge from parent
2 Months Ago
Missions now reward more/better loot
2 Months Ago
Sail deploymennt guide mesh setup
2 Months Ago
PlayerBoat cleanup
2 Months Ago
More dirt added to blue containers
2 Months Ago
Updated sail prefab with artwork
2 Months Ago
merge from main
2 Months Ago
merge from menu_optims
2 Months Ago
Halloween Wallpapers - Initial setup
2 Months Ago
merge from meta_shift
2 Months Ago
Spike trap damage pass
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
merge from main
2 Months Ago
Spawns
2 Months Ago
Ground spawns.
2 Months Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
2 Months Ago
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
2 Months Ago
Fixed reticle in settings preview not getting scaled correctly when not connected to a server Get rid of IndependentScale, just do it myself
2 Months Ago
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2 Months Ago
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2 Months Ago
progress on guide mesh rendering improvements
2 Months Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
2 Months Ago
water shader data fixes Fixes water on sp_a3_03 looking wrong, but not completely EnvMap support for expensive water Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work
2 Months Ago
Fix color picker events, upgrade components to look more rust-y