127,354 Commits over 4,201 Days - 1.26cph!

11 Minutes Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
55 Minutes Ago
BaseMountable compile fixes
58 Minutes Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
1 Hour Ago
Compile fix
1 Hour Ago
scientist_rhib_gameplay_pass_2 -> naval_update
1 Hour Ago
Can no longer insert items into the production slot of the chicken coop
1 Hour Ago
Make the PT boat turret immortal for good measure
1 Hour Ago
More loot changes
1 Hour Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
2 Hours Ago
Merge from oct2025_merge
2 Hours Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
2 Hours Ago
Merge from oct2025_merge
2 Hours Ago
Mark clothing fbx's as non r/w
3 Hours Ago
Merge from main Stomped player animation controller changes (sorry)
3 Hours Ago
boat_ai_optimisations_2 -> naval_update
3 Hours Ago
Increase interest intensity
3 Hours Ago
Fix boken avoidance logic after our move to jobs
4 Hours Ago
boat_ai_optimisations -> naval_update
4 Hours Ago
merge from main
4 Hours Ago
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4 Hours Ago
4 Hours Ago
boat_ai_optimisations_2 -> naval_update
4 Hours Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
4 Hours Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
4 Hours Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
4 Hours Ago
boat_ai_optimisations -> naval_update
5 Hours Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
5 Hours Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
6 Hours Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
Today
merge from main -> hotbar_food_eating
Today
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
Today
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
Today
skull torch setup
Today
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
Today
merge from cannon_animation
Today
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Today
merge from naval_update
Today
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
Today
merge from copy_paste_boats -> naval_update
Today
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
Today
entity updates
Today
entity updates
Today
skinning knife and shovel entity updates (offsets to line up with pose)
Today
Added floating city 2 in the deep sea
Today
merge from naval_update
Today
merge from naval_update/floating_cities
Today
S2P floating city 1 and 2