132,823 Commits over 4,232 Days - 1.31cph!

Yesterday
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deepsea_generation_tweaks
Yesterday
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
Yesterday
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
Yesterday
S2P + HLOD all floating cities
Yesterday
Merge from floating_cities (stomped prefabs, will need to S2P)
Yesterday
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
Yesterday
Remove boat door from tutorial
Yesterday
Tweaked deep sea generation, entities are more clustered
Yesterday
merge from naval_update
Yesterday
merge from boat_building
Yesterday
compile fix
Yesterday
Merge from extended_decay
Yesterday
Reset decay when converting to editable
Yesterday
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Yesterday
WIP on standardized object health display conditions
Yesterday
Add BoatBuildingBlockDecay.DecayDelayMinutes. Delay boat building block decay by 30 minutes.
Yesterday
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Yesterday
Fixed nextbots in Source saves crashing on load Added CNewParticleEffect.Set/GetShouldSimulate Fixed multibone static props fast pass using garbage bone positions. CThreadFastMutex changes for 64bit vphysics HLMV launches and runs now Also a few other minor merges from x86-64 More consistent checking for protected entities Basically more code de-duplication. Also adds npc_barnacle_tongue_tip to protected entities list
Yesterday
Add BoatBuildingBlockDecay derrived class of BuildingBlockDecay. Add BoatBuildingBlockDecayDurationMultiplier convar. Boat building block decay duration doubles the standard decay by default. Replaced BuildingBlockDecay with BoatBuildingBlockDecay on all player boat building block prefabs.
Yesterday
naval_update -> pt_boat_polish_pass_2
Yesterday
Added "hull" to name check for isFoundation in BuildingBlockDecay
Yesterday
Scene2prefab
Yesterday
Fixed mounting issues on sofa in the casino
Yesterday
Boat damage cooldown fix
Yesterday
Finishing building via steering wheel now correctly runs the same clientside validations and toasts as finishing via the BBS
Yesterday
merge from main/naval_update
Yesterday
Optimized improvised walkway LOD2 meshes (support variants only)
Yesterday
merge from boat_building
Yesterday
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
Yesterday
Fix occasional sail state/interaction being fucked after a load.
Yesterday
Diving Fins Repose
Yesterday
fix birthday hat with mannequin giving free light
Yesterday
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
Yesterday
Fix NRE on bradley's death
Yesterday
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Yesterday
merge from main/naval_update
Yesterday
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Yesterday
Extra files
Yesterday
More agressive LOD distances on improvised walkway set Changed LOD1 from 10 to 5 LOD2 from 25 to 15 Thin supports and railings culling set to 60 from 75
Yesterday
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Yesterday
Merge from naval_missions
Yesterday
Remove test script
Yesterday
Rename new missions to have helpful prefixes
Yesterday
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
Yesterday
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
Yesterday
Artist Canvas M - LOD and gibs and setup
Yesterday
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
Yesterday
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)