196,145 Commits over 4,110 Days - 1.99cph!

9 Minutes Ago
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
44 Minutes Ago
Merge from autoturret_peacekeeper
60 Minutes Ago
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from simple_floating_entity (includes latest main)
3 Hours Ago
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
4 Hours Ago
Merge from food_spoil_pool_fix
4 Hours Ago
Fixed food sometimes spoiling immediately when created (pooling issue)
4 Hours Ago
Finally fixed it
5 Hours Ago
Finish loading screen flex mockup
5 Hours Ago
More gesture menu stuff
5 Hours Ago
Merge from team_invite_changes
5 Hours Ago
Don't allow duplicates in the invite list
5 Hours Ago
WIP: Initial new loading screen setup
5 Hours Ago
Removed some temporary testing logic
5 Hours Ago
Merge from main
5 Hours Ago
Merge from autoturret_peacekeeper
5 Hours Ago
Merge from main
Slight menu transparency if in game
Menu open and close fade in/out
Stop quit modal from preventing escape from being picked up in game
Today
Bloom improvements for new tonemap. More sky tweaks.
Today
Fixed settings warmup nre
Today
merge from fix_compile_tester_editor -> main
Today
Fix compile tester so it targets the editor assembly as well
Today
merge from print_light_counts -> main
Today
wip gesture menu
Today
Fix compile error
Today
Don't build certain projects that won't build
Today
Minor cleanups Port gmod-html from x86-64 for Windows only
Today
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
Today
Undo subtract
Today
optimize FindActiveWaterBodies()
Today
merge from main -> print_light_counts
Today
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Today
merge from party_system -> aux1
Today
merge from party_system -> aux1
Today
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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