131,751 Commits over 4,232 Days - 1.30cph!

53 Minutes Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
56 Minutes Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
1 Hour Ago
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
1 Hour Ago
Remove a fog of war log
2 Hours Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
3 Hours Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
3 Hours Ago
Don't reconcile with present states
3 Hours Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
4 Hours Ago
Improve TWOPASS model detection & fix alphatest SSAO pass * Alpha-tested materials are now considered opaque Alpha test HL2 door props with windows in it (Sub)Material overrides affect depth passes * So making a glass prop (or glass part of a prop) opaque actually affects the flashlight shadow Combine Mine relationship adjustments * Doesn't attack Combine Gunship, Manhacks, Stalkers * Always attacks barnacles * Respects IgnorePlayer and DisableAI settings Delete clientside part of prop_vehicle_cannon * Serverside part was already removed from GMod * Also removes it from the FGD Apply same restrictions on APC as the Jeep has (properties & PhysGun) Fixed client D.O.G. ragdolls leaving behind ropes on removal
4 Hours Ago
merge from deep_sea -> deep_sea/island_scenes
4 Hours Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
4 Hours Ago
Lumberjack hazmat repose/lods
5 Hours Ago
Send right first server snapshot time
5 Hours Ago
Only show crosshair when not using sights (front turret)
6 Hours Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
6 Hours Ago
merge from boat_building
6 Hours Ago
Merge from parent
6 Hours Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Today
Add text to both sides of balloons
Today
Merge from parent
Today
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
Today
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
Today
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Today
Update for line spacing, text sizes, text colour, and small tweaks for balloons
Today
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Extra protection to on cl_attack and on cl_reload
Today
Paintball Gun - texture update
Today
Reposed barrel and crate wearables
naval_update -> pt_boat_turrets
scientist_boat_ai -> naval_update
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Today
merge from naval_update
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
Today
merge from naval_update/deep_sea
Today
Change tip wording.
Today
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
Today
Fixed debug portal renderer being visible with the convar off
Today
Small engine skinning fix
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
Today
Re-add model scale to prop_dynamic in Hammer It works visually. Minor cleanups Prevent entity precaches from calling OnEntityCreated/Removed Enable Episode 2 flinching behaviors for npc_zombie * Also fixes its blood color being YELLOW instead of ZOMBIE More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
Only try and ram occasionally
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
Today
Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
Today
Set default EditFinishUseInterval to 1 second.
Today
Frog boots repose
Only fill fuel to 50
Evaluate water height at water positions and spawn y at that rather than possibly under water