130,537 Commits over 4,232 Days - 1.29cph!

4 Minutes Ago
BoatBuildingBlock will still initialize supports if its parent is a PlayerBoat. Fixes boats collapsing when editing a boat post load/paste.
16 Minutes Ago
blueprints facing proper direction
17 Minutes Ago
Let bots exec admin/dev commands, filter out NPCs from bot.exec, display a success message with bot.exec.
18 Minutes Ago
building planner viewmodel remake wip textures
1 Hour Ago
merge from deep_sea
1 Hour Ago
Don't run ListenServerColliderFix when the child being added to a PlayerBoat is a player. Reduces some of the FPS drop when boarding a large playerboat in Unity editor.
1 Hour Ago
merge from naval_update
1 Hour Ago
Fixed deep sea entrance billboards spawning at the wrong pos Tweaked exit billboard size and pos
1 Hour Ago
Fixed -tools spamming about "Too many popups!" when its not so * It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014. Fixed spritecard orientation 3 not rendering at all Unify how entities are removed Apply proposed fix for CModelLoader::Studio_ReloadModels garrysmod-issues/issues/6467 Fixed crashes to do with IK certain models Fixed an infinite loop on map unload
1 Hour Ago
M92 - Texture updates
1 Hour Ago
Hide chat log for autoswitching if the channel didn't change
1 Hour Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
2 Hours Ago
scientist_boat_ai_improvements_3 -> naval_update
2 Hours Ago
2 Hours Ago
scientist_boat_ai_improvements -> naval_update
2 Hours Ago
- Better AI attacking turret distance checks - Better turret DOT checks
2 Hours Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
2 Hours Ago
Fixes
3 Hours Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
3 Hours Ago
3 Hours Ago
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
3 Hours Ago
Fixed fireball yellowification.
3 Hours Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
3 Hours Ago
Fixed floating city losing their global networkness on save restore
3 Hours Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
3 Hours Ago
merge from naval_update
3 Hours Ago
fixed worldmodel outline not showing
3 Hours Ago
merge from main -> puzzle_reset_changes
4 Hours Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
4 Hours Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
4 Hours Ago
front 50cal view model camera animations - block out
5 Hours Ago
lowered research costs to be in line with new workbench values
5 Hours Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
5 Hours Ago
Fix client boat building blocks after paste
5 Hours Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
Today
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
Today
merge from main
Today
Reworked the supply drop to fix the visual regression.
Add proper null check when dismounting weapon seats
Today
Merge from parent
Today
Compile fix
Today
merge from boat_building
Today
Updating rf transmitter deploy animation
Predict reload syncvar
Today
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
Today
blowpipe animation updates
Today
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
Today
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing