124,777 Commits over 4,171 Days - 1.25cph!

1 Hour Ago
Progress
5 Hours Ago
Removed Default Blueprint flag flag from mannequin, preventing it from being made into a blueprint (Now matches other DLC behaviour)
6 Hours Ago
Casino progress
Add support to team bag labels provided you have building priv from a tugboat or shelter
Add support for entity building priv Eg if you have priv on a tugboat or a shelter
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Today
Set dressing supplies barge VERY WIP
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Change it to as attachment - to match the storage containers
Today
move sleeping player collider out of the ground (TENTATIVE), fix waterlevel capsule math with small height values
Moved casino barge to make gaps between barges larger Modified casino layout / removed shipping containers Some modelling progresss on the casino mesh Moved supplies barge and connecting docks and fixed all bridge connections
Today
Fixed an issue with HUDShouldDraw Do not try to load VTF sphere maps for VTF 7.4 Apparently some 7.4 cubemap textures do not have it, from CS:GO probably Alias dz_door to prop_door_rotating Added NPC:ConditionID (Opposite of NPC:ConditionName) Added NPC:IsUnforgettable and NPC:MoveGroundStep ClientsideModel sets collision group to DEBRIS Minor cleanups Fixed clientside prediction breaking hull traces against local player Prevent item_item_crate from spawning certain entities Made Entity:PhysicsInitBox/Sphere set solidity before the physics object * This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit() Added sequence events to util.GetModelInfo Events table in each of the Sequences tables, each having the following: * Cycle * Event - ID * Name * Type * Options Added effects.TracerSound Remove fallbacks for CSS player models Update DoD:S player model fallbacks
Today
Restore stomped killbees command
Today
Progress backup
Today
Some wip placement checks
Shift convar values by -1
Today
deleting annoying name conflicts
Today
First pass WIP supplies shop structure
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC - Update developer convar for accessing skins, can now simulate owning no skins
Today
Added a new name field for modding monument marker, as the english field is not serialized anymore
Today
Move player visibility position back to the head bone
Today
PT Boat Collision Pass
Today
full fix the NRE
Today
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
Today
fix for pooled random bone rotations on mannequin
Today
Fixed newly introduced TriggerParentEnclosed NRE
Today
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
Today
Merge: from main
Today
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
Today
working on chainsaw attack animations
Today
added player update anim settings preset
Today
merge from translation_breaking_mods_fix
Today
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
Today
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
Today
Splat stuff
Today
Splat blockout
Today
Fix wearables with random parts/colours not working on mannequins
Today
Prefabbed supplies barge for working on
Today
merge from floating cities into medical bay props subbranch to get everything up to date
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
Minor cleanup Remove DDraws
Today
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
Today
better defaults for pos/dir influences vars