127,584 Commits over 4,201 Days - 1.27cph!

Just Now
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
3 Minutes Ago
boat building platform - materials and textures including lod3 bake material and textures - lods + initial prefab setup
18 Minutes Ago
Added Coconut Prop Model and Materials Setup Coconut Prop Prefab, LODs, Colldiers
32 Minutes Ago
add store images for decor pack
37 Minutes Ago
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
38 Minutes Ago
rebaked shorevectors
1 Hour Ago
merge from deep_sea
1 Hour Ago
Tidied up scene hierarchy - floating city 3
1 Hour Ago
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
1 Hour Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
1 Hour Ago
Merge from small_ramp
1 Hour Ago
merge from deep_sea
1 Hour Ago
updated naval small ramp animations
1 Hour Ago
Scaled the deep sea marker, so it fits when the portal spawns south
1 Hour Ago
Merge from parent
2 Hours Ago
Re-export animation to remove cannon offset
2 Hours Ago
Delete old unused TwitchDrops_render_scene, rename TwitchDrops_render_scene_test to TwitchDrops_render_scene
2 Hours Ago
Commit to single render method (previous "test version"), removing menu options.
2 Hours Ago
merge from naval_update
2 Hours Ago
Added bed to render scene
3 Hours Ago
merge from deployguidedraw_nre_fix
3 Hours Ago
Prefab with WIP FX.
5 Hours Ago
Ship cannon WIP.
Today
FX Progress Cannon AO not sRGB space.
Today
Use additive blend and alpha max for heights should solve height blending issues
Today
fix deployguide nre when holding tripod spotlight
Today
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly S2P Tropical1, no actual scene changes though Also removed an allocation when setting up the mesh terrain
Casino barge exterior dressing progress
Today
merge from potential_guide_artifact_fix
Today
potential mesh guide artifacting workaround
Today
Today
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
Today
Add field for setting description of workshop submissions
Today
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Today
merge from skinviewer_streaming_fix
Today
Added PT boat 50cal ammo mounts
Today
merge from shield_back_fix
Today
merge from twitch_background_nre
Today
merge from radtown_t0_crates
Today
merge from storecheckout_nre_fix
Today
Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Today
Fixed NRE when checking out the cancer research UK plushie
pt_boat_gameplay_pass -> naval_update
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
Today
Fixed missing text on premium modal
Initial work to allow the ai to work on the PT Boat
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
gun_turret -> naval_update
Manifest