202,448 Commits over 4,171 Days - 2.02cph!

29 Minutes Ago
merge fix_hp_post_restart to main
36 Minutes Ago
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
46 Minutes Ago
merge from decor_lighting_dlc
50 Minutes Ago
Removed light occludee on chandelier main point light as its dynamic
1 Hour Ago
merge from crafting_search_improvements
1 Hour Ago
Crafting menu search now works with redirect skins ie: "throne" will return the Chair item as it has a Ice Throne redirect skin
1 Hour Ago
Fixed string lights not returning the full amount of item used when picked up
1 Hour Ago
merge from deep_sea/portals -> deep_sea
1 Hour Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
2 Hours Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
2 Hours Ago
Merge: from main
2 Hours Ago
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic - Also fixed resetting a bunch of per-player state during the recache step Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
3 Hours Ago
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
3 Hours Ago
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3 Hours Ago
Lowered SSS further on blue tarps Medical bay dressing progress
3 Hours Ago
Fix still wet after dying
4 Hours Ago
Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
4 Hours Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
5 Hours Ago
merge from canyon-fog-fix
5 Hours Ago
drop off biome fog density under ocean level, fixes canyons being full of fog
5 Hours Ago
spas12 viewmodel - added ads anim
Today
4k strip light materials
Today
4k striplight and striplight mount textures
Today
Added collision to farm barge container shells. Replaced beach parasols with static versions.
Today
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
Today
Fix impact effects on the mannequin only appearing near the feet
Today
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Today
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Today
4k textures for spotlight and tripod
Today
merge glass_fix_resourcerefs to main
Today
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
Today
Improve mannequin model part hiding with skin overrides
Today
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
Today
Fixed cl_software_cursor
Today
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
Today
Jungle ak viewmodel - fix for ads dryfire
Today
Merge fixes from /indirect_instancing
Today
Rebase on /main
Today
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Today
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
Today
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Today
merge from decor_lighting_dlc/gameplaypass
Today
merge from decor_lighting_dlc
Today
viewmodel chainsword update attack animation edits
Today
merge from ui_mipmaps_fixes