128,590 Commits over 4,201 Days - 1.28cph!

9 Minutes Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
20 Minutes Ago
Editor tool to find missing worldmodel outlines, fix missing outlines for: Apple, CactusFlesh, TunaCan, HiveNuclei, AdvancedAntiRadTea, AdvancedHealingTea, AdvancedHealthTea, AdvancedOreTea, AdvancedScrapTea, AdvancedWoodTea, BasicAntiRadTea, BasicHealingTea, BasicHealthTea, BasicOreTea, BasicScrapTea, BasicWoodTea, CoolingTeal, HarvestingTea, PureAntiRadTea, PureHealingTea, PureHealthTea, PureOreTea, PureScrapTea, PureWoodTea, WarmingTea, largebackpack, smallbackpack, wm_twitch_rivals_flag, candy_cane, snowball, candycanes, electric_garland, gingermen, pinecones, polestar, tinsel, xmas_baubles, Potato, horse_dung_pile, horsedung, LargeMedkit
32 Minutes Ago
Added and Setup Naval Improvised Plank GIBS
33 Minutes Ago
Removed redundant rpg7 ammo model prefabs
37 Minutes Ago
removed unused field from shore vector override mod
36 Minutes Ago
merge from shore_vectors
36 Minutes Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
39 Minutes Ago
merge from shore_vectors
51 Minutes Ago
merge from deep_sea
52 Minutes Ago
merge from floating_city_support
52 Minutes Ago
applying baked data for floating cities
1 Hour Ago
rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller
1 Hour Ago
Swapped out remaining world models on supplies and food market barges
1 Hour Ago
Added Flashlight Remake World Models and LODS
2 Hours Ago
renaming new medical syringe fbxs
2 Hours Ago
Allow enable_marker_teleport convar to be set from the server
2 Hours Ago
Fix "converting to lowercase" warning when opening mute player dialog
2 Hours Ago
fixed floating mesh decal on ghostship C/D back gate
2 Hours Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
2 Hours Ago
re-set garage door workshop max texture res to 2048 (up from 1024)
2 Hours Ago
Smoother transition walking into the ship's bridge room
3 Hours Ago
Fixcars admin command now fuels up boat engines
3 Hours Ago
merge from main
3 Hours Ago
wip xmas ceilingpaper, updated wallpaperbase.sav file
3 Hours Ago
Wider collision gap around the ghost ship mast ladder spot
3 Hours Ago
Removed mesh from cannon gib that was not a gib and had no backfaces
4 Hours Ago
merge from Halloween_25_Update
4 Hours Ago
Fixed Halloween UI not display during event
5 Hours Ago
Fixed boat ladder pickup giving a regular ladder
5 Hours Ago
Merge from floating_cities
5 Hours Ago
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
6 Hours Ago
Merge from parent
6 Hours Ago
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
Today
Merge from foliage_instancing_islands
Today
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
Today
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
Today
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
Today
Merge from parent
Today
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
Today
Add support for showing rocket in left hand during reload
Today
WIP showing ammo on 3rd person model
Today
Setup SwapAmmo component on RPG vm
Today
floating city 4 prop pass
Today
Disable tutorial spawns on both possible deep sea sides
Today
More Terrainmeta switchover tweaks
Today
merge from deployguide_water_refraction
Today
deploy guide renders in refraction under translucent water
Today
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
Better scientist mount position spawning code Compile fixes
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist