196,136 Commits over 4,110 Days - 1.99cph!

18 Minutes Ago
Finish loading screen flex mockup
22 Minutes Ago
More gesture menu stuff
23 Minutes Ago
Merge from team_invite_changes
24 Minutes Ago
Don't allow duplicates in the invite list
26 Minutes Ago
WIP: Initial new loading screen setup
42 Minutes Ago
Removed some temporary testing logic
58 Minutes Ago
Merge from main
1 Hour Ago
Merge from autoturret_peacekeeper
1 Hour Ago
Merge from main
1 Hour Ago
Slight menu transparency if in game
1 Hour Ago
Menu open and close fade in/out
2 Hours Ago
Stop quit modal from preventing escape from being picked up in game
2 Hours Ago
Bloom improvements for new tonemap. More sky tweaks.
2 Hours Ago
Fixed settings warmup nre
3 Hours Ago
merge from fix_compile_tester_editor -> main
3 Hours Ago
Fix compile tester so it targets the editor assembly as well
3 Hours Ago
merge from print_light_counts -> main
3 Hours Ago
wip gesture menu
3 Hours Ago
Fix compile error
4 Hours Ago
Don't build certain projects that won't build
4 Hours Ago
Minor cleanups Port gmod-html from x86-64 for Windows only
4 Hours Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it. Minor cleanups More cleanups
4 Hours Ago
Undo subtract
4 Hours Ago
optimize FindActiveWaterBodies()
4 Hours Ago
merge from main -> print_light_counts
5 Hours Ago
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5 Hours Ago
merge from party_system -> aux1
5 Hours Ago
merge from party_system -> aux1
6 Hours Ago
Add kickparty command to remove members from your party
Today
Fix party not showing for the player who joins a party via an invite
Today
merge from abyss_storage_fix
Today
Abyss Containers - Changed deploy and open/close SFX to metallic ones fixed gibs warnings in vertical ver fixed missing collisions for small deployables in horizontal ver fixed horizontal ver corpse gibs collisionmeshdata error fixed horizontal ver missing groundwatch
Today
Additional validation checks. Converted all the remaining whitebox blocks to BoatBuildingBlock
Today
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
Today
Fix grenade explosions not being heard by scientists
Today
Settings: Gesture menu baseline Reset tooltip when switching tabs
Today
Ocean alpha test on beaufort 0
Today
A ton of adaptations for the new height falloff.
Today
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Today
ContainerCorpseCreator compile fix
Today
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it
Plumbed up 'isOpen' hook for the new menu
Today
Prevent potential bug if scientist reaction time is ever set to 0
Today
Applied recent graphics preset fix to the new settings menu Fixed some sliders using whole numbers instead of decimals
Today
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Today
Update: BiomeBenchmark - allow filtering which biomes to test - also slowed down the camera flight to help with pop-in Tests:benchmark in editor
More in game to menu plumbing work
Today
Settings menu color pickers, added back all the accessibility settings