127,348 Commits over 4,201 Days - 1.26cph!

18 Minutes Ago
Make the PT boat turret immortal for good measure
19 Minutes Ago
More loot changes
26 Minutes Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
53 Minutes Ago
Merge from oct2025_merge
54 Minutes Ago
Add PlayerAnimation_premerge_oct2025 controller for reference
57 Minutes Ago
Merge from oct2025_merge
1 Hour Ago
Mark clothing fbx's as non r/w
1 Hour Ago
Merge from main Stomped player animation controller changes (sorry)
2 Hours Ago
boat_ai_optimisations_2 -> naval_update
2 Hours Ago
Increase interest intensity
2 Hours Ago
Fix boken avoidance logic after our move to jobs
2 Hours Ago
boat_ai_optimisations -> naval_update
3 Hours Ago
merge from main
3 Hours Ago
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3 Hours Ago
3 Hours Ago
boat_ai_optimisations_2 -> naval_update
3 Hours Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
3 Hours Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
3 Hours Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
3 Hours Ago
boat_ai_optimisations -> naval_update
4 Hours Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
4 Hours Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
4 Hours Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
6 Hours Ago
6 Hours Ago
merge from main -> hotbar_food_eating
6 Hours Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
6 Hours Ago
Today
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
Today
skull torch setup
Today
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
Today
merge from cannon_animation
Today
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
Today
merge from naval_update
Today
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
Today
merge from copy_paste_boats -> naval_update
Today
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
Today
entity updates
Today
entity updates
Today
skinning knife and shovel entity updates (offsets to line up with pose)
Today
Added floating city 2 in the deep sea
Today
merge from naval_update
Today
merge from naval_update/floating_cities
Today
S2P floating city 1 and 2
Today
merge from naval_update
Today
merge from ghost_ship_parenting -> deep_sea
Today
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
Today
Preserve meshCache old behaviour by adding submesh tris to another field
Today
Reimplemented sail wind blocking: sails will only be blown by the wind if there is room behind the sail. Added list of points to check for clear LOS. Debug drawing of LOS points and status. Sail.Blowing now checks Flag_WindBlocked is false. Additional recache of value on sail raised/lowered.
Merge from monument_notification_sounds