126,857 Commits over 4,171 Days - 1.27cph!

Just Now
lighting pass on floating walkways docks
5 Minutes Ago
merge from naval_update
26 Minutes Ago
manifest network++
35 Minutes Ago
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58 Minutes Ago
meta_shift -> main
1 Hour Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
2 Hours Ago
merge from charity_plushies
2 Hours Ago
merge from main
3 Hours Ago
merge from main
4 Hours Ago
mat tweaks
4 Hours Ago
shaders in bundle
4 Hours Ago
hook into construction guides, configurable backface blend, neutral material
Today
Play recoil anim on the mounted player model, push up missing protobuf files
Today
Clear one shot layer once the clip is done playing, add a full body mask.
Today
Sync mounted player references to clients
Today
Mannequin visibility
Today
Swap mannequin models
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
Today
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
Today
Backup 2
Today
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
Today
spacing out light sources more evenly on floating walkways prefabs
Today
bird crap pass
Today
merge from modding_custom_vitals -> main
Today
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
Today
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
Today
Display "crafting quality" stat for consumables in description
Today
supply barge signs added
Today
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
Today
Adding boatBuilding station rig
Today
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
Today
merge from detailed_inventory_error_messages -> main
Today
Codegen
Today
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
Today
Implement code review feedback
Today
Cherrypick hackweek custom_vitals branch
Today
merge from fix_max_hp_tea -> main
Today
Fix client showing 100 HP when using max hp tea
Today
merge from analytics_puzzle_reset -> main
Today
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
Today
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Today
merge ghostship_npcs to naval_update
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
Today
Setup enemy spawners for all ghost ship variants
Today
Merge from main