128,152 Commits over 4,201 Days - 1.27cph!

55 Minutes Ago
merge from floating cities
58 Minutes Ago
FC1,2,3 HLOD refresh and S2P
1 Hour Ago
re-enabled some shadows in med barge
1 Hour Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
3 Hours Ago
Merge from scene_holster_tools
3 Hours Ago
Move the scene based holster tool buttons into the scene view and not the inspector
5 Hours Ago
Merge from water_pump_power_fix
5 Hours Ago
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
5 Hours Ago
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
5 Hours Ago
Fix scientists moonwalking on ghost ships
5 Hours Ago
Fix InfoZone NRE from scientists on ghostships
5 Hours Ago
Mark two more collision meshes r/w
6 Hours Ago
merge npc parenting to naval update.
6 Hours Ago
merge back cannon and player animator fixes to naval_update
6 Hours Ago
Embed playable graph tooling
6 Hours Ago
Reset base animator layer weight whenever we're not playing one shots.
6 Hours Ago
Try to fix black bars on RHIB (that can show up at certain angles)
6 Hours Ago
mounted_turret_reloading -> naval_update
6 Hours Ago
naval_update -> mounted_turret_reloading
Fix some more dodgy angles on the front seat
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
Today
Today
Add server convar to allow mounting the cannons outside of boats
Fixed AI turrets not shooting at the players (incorrect dot calculation)
Today
Topologies
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Today
Fixaroo
Today
Final cliffing
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
Today
Now disable their canvas when invisible: - Team ui - Fog overlay - Wounded screen Some fixes to other screens not disabling themselves by default
Today
Setup swap RPG component on viewmodel
Today
Marked remaining floating city collision meshes r/w
Today
Delay visual chickens enabling for a second, seems to fix the distorted skinned mesh renderers S2P floating city 1+2
Today
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
Today
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
Today
Merge from parent
Today
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
Today
merge from optimize_water_body_culling -> main
Today
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
Today
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Today
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Rewrote cmounted turret client prediction
Fixes for Lumberjack and Outpost scientist NPC's
Today
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu