128,811 Commits over 4,201 Days - 1.28cph!

40 Minutes Ago
Merge from boat_building
41 Minutes Ago
Merge from auth2
41 Minutes Ago
Merge from naval_update
44 Minutes Ago
Compile fixes
1 Hour Ago
Only show steering wheel health bar in edit mode
1 Hour Ago
Rework steering wheel priv linking to fix save issue
1 Hour Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
1 Hour Ago
squeeze bent normals into skin shader g-buffer
2 Hours Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
2 Hours Ago
Topologies
3 Hours Ago
Final splatting/sculpts.
3 Hours Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
3 Hours Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
3 Hours Ago
merge from misc_fixes
4 Hours Ago
added indicators for ammo types: slug, smoke, buckshot
4 Hours Ago
Fix muzzle fire appearing at the wrong place
4 Hours Ago
Re-apply CodeGen
4 Hours Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
4 Hours Ago
Swap to the rigged versions of the 50 cals
4 Hours Ago
Reset some CodeGen to their state on /main
4 Hours Ago
merge from fix_deep_sea_network_layer -> naval_update
4 Hours Ago
CodeGen
5 Hours Ago
Fixed front turret only reloading the left 50 cal
5 Hours Ago
Rebase on /main
5 Hours Ago
Fix SV_ReloadStart error on rear turret
5 Hours Ago
Another manifest Finally working with some clean prefabs
5 Hours Ago
bug fixes, cleaned up scene folders
5 Hours Ago
audio clip properties updates
5 Hours Ago
added ADS attack anim for rpg skin viemodel
5 Hours Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
5 Hours Ago
DLC tab background fading
6 Hours Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
6 Hours Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
6 Hours Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
6 Hours Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
6 Hours Ago
Splats & sculpts.
6 Hours Ago
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6 Hours Ago
Rebase on /main
6 Hours Ago
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6 Hours Ago
Atlases, cleanup
Today
Removed ability to repair helicopters that are in flight
Today
merge from naval_update
Today
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
Today
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
Today
Today
conditional art models, textures, material and initial prefabs setup
Today
unlock test