131,778 Commits over 4,232 Days - 1.30cph!
Removed the fat sphere collider enclosing the casino in floating city 4
S2P
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
Added floating city 4 to the deep sea
Reindeer antlers headband reposed
Set deep sea wipe cooldown default to 1 hour (was 2)
Reposed Outbreak Scientist
merge from main, will need to re run skins
Changing lr300 space skin settings to fix splitting of mesh in fbx
christmas wallpaper textures and material
colliders for core blocks
custom normals finish on blocks that need it
conditional corners setup + models
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Possibly fixed cannon getting rotated when mounting while it's parented to something
- Minor polish pass on some front turret behaviour
- Restored AI on rear turret, front turret still needs a little work so I can't merge yet
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Removed old ballista colliders on cannon
- Fully client predict the front turret (new system allows me to get away with this)
- Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise)
- Restored seat updates
Fix mesh creation with border meshes
Calculate instance offsets when LOD factor is updated
Combine per LOD compute into singular dispatch
Rewrote the reload system
Fix a MountedWeapon NRE
Add a crosshair to the cannon and a better description
Strip back all of the turret code:
- Simpler prediction/reconcilliation
- Got everything back to working again (except reloads)
- Support for both turret types as usual
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference
Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
merge from fix_cui_update_texture -> main
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
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
- 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
- More conversions in places there shouldn't be any
- use aliased angles in aiming snapshot, not old values
More restrictive steering wheel placement on the sides
Fixed all LODs appearing in the steering wheel guide mesh
Don't reconcile with present states
- 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
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
merge from deep_sea -> deep_sea/island_scenes
add another variable to balloon text for correcting pivot displacement from vertical rotation
Lumberjack hazmat repose/lods
Send right first server snapshot time
Only show crosshair when not using sights (front turret)
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
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Add text to both sides of balloons
Swimming players can't cross the portal
Players no clipping are allowed for debug purposes
Moved allow child stability support loading check from child to parent.
PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal