139,158 Commits over 4,352 Days - 1.33cph!

60 Days Ago
Emission texture & mat for the deep sea buoy.
60 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
60 Days Ago
Remove Bootil's ZLib usage (GZip), since it is unused by the game Merged Pull Requests * Fixed "Edit entity" property creating Lua errors when the entity was removed after menu open * Don't use deprecated VGUIFrameTime in the base game Fix spawnicons not rendering when returning true in GM:RenderScene Try to solve undo ordering issues due to clearing of undo table Actually reenable net message buffer limiter thing Whoopsie Reenable FreeImage's GIF support for now * Should not rely on this, GIFs as addon previews are not officially supported (never were) Queue simple timers to next frame if called from a simple timer callback
60 Days Ago
merge from custom_icon_pooling_fix
60 Days Ago
Fixed a pooling bug with custom item icons
60 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
60 Days Ago
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60 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
60 Days Ago
Fixed slightly floating crate on docks
60 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
2 Months Ago
merge from main -> fix_foundation_clipping_rocks
2 Months Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
2 Months Ago
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2 Months Ago
travelling_vendor_spawn_prechecks -> main
2 Months Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
2 Months Ago
Hooked up missing canvas materials
2 Months Ago
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2 Months Ago
codegen
2 Months Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
2 Months Ago
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
2 Months Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
2 Months Ago
merge from main
2 Months Ago
sign_painting_ui_escape -> main
2 Months Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
2 Months Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
2 Months Ago
autoturret_improvements -> main
2 Months Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
2 Months Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
2 Months Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
2 Months Ago
Remove RTVoice again
2 Months Ago
Corpse setup for scrap component box
2 Months Ago
main -> autoturret_improvements
2 Months Ago
Some deep sea cleanup and pool leak fixes
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
2 Months Ago
Fix player models continuing to play animations in demos when paused.
2 Months Ago
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2 Months Ago
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2 Months Ago
Map marker edit UI now appears above fog of war
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
2 Months Ago
Merge from main
2 Months Ago
Inventory null check in Mailbox
2 Months Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
2 Months Ago
Only calculate position and scale once in ImpostorBatching
2 Months Ago
rebase on main
2 Months Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
2 Months Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
2 Months Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator