147,692 Commits over 4,444 Days - 1.38cph!

8 Months Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
8 Months Ago
Updating medical syringe refresh rig fbx
8 Months Ago
Disable the large vehicle colliders around BBS netting
8 Months Ago
Adding viwmodel rig for binocular refresh
8 Months Ago
merge from naval_update
8 Months Ago
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8 Months Ago
S2P on FCs after farm changes
8 Months Ago
Added a few more chainlink fences around the farm
8 Months Ago
merge from Project_Hammer
8 Months Ago
merge from boat_building
8 Months Ago
Merge from texture_streaming_delay_fix
8 Months Ago
Scale foliage based on distance density falloff to reduce visible pop in
8 Months Ago
Compile fixes
8 Months Ago
Merge from floating_cities
8 Months Ago
Cleaned up some LODGroups from various floating city bits
8 Months Ago
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
8 Months Ago
Merge from parent
8 Months Ago
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
8 Months Ago
Merge from small_ramp
8 Months Ago
Only allow interaction when looking at the base of the bridge
8 Months Ago
Merge from naval_update
8 Months Ago
Fixes
8 Months Ago
Last island.
8 Months Ago
merge from Halloween_25_Update/PH/storepage
8 Months Ago
Updated krieg backpack store media
8 Months Ago
Merge from main
8 Months Ago
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
8 Months Ago
Make fold out colliders convex, general prefab setup
8 Months Ago
Fixed button text that broke after merge
8 Months Ago
Setup 3rd person reload effects on turrets
8 Months Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
8 Months Ago
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8 Months Ago
Merge from parent
8 Months Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
8 Months Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
8 Months Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
8 Months Ago
Merge from Project_Hammer
8 Months Ago
Merge from slots_optimize
8 Months Ago
Fixed caboose slot machine
8 Months Ago
Add max texture resolution information for skinnables in the workshop scene
8 Months Ago
Merge from main
8 Months Ago
Merge from boat_building
8 Months Ago
Merge from auth2
8 Months Ago
Merge from naval_update
8 Months Ago
Compile fixes
8 Months Ago
Only show steering wheel health bar in edit mode
8 Months Ago
Rework steering wheel priv linking to fix save issue
8 Months Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
8 Months Ago
squeeze bent normals into skin shader g-buffer
8 Months Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later