132,439 Commits over 4,232 Days - 1.30cph!
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Add new dwellings to manifest
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending
Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render
Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Remove accidentally comitted test script
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Print deep sea radiation amount in deepsea.printState command
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid.
Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Tweaked end of deep sea wipe radiations
Hooked up lights and exhaust effect
merge from naval_update/oilrig_boats
Possibly fixed NRE's when another player is placing a sail in range
wip deepsea transition grace period
Added IReceiveDeepSeaNotifications.
Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Regen tropical 1 mesh chunks
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- Lerp properly
- Dirty system
- CLeanup fire system
Minor cleanups
Prevent NPC animation events firing pistol weapons
* Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use.
Fix Alyx firing 357 spawning reload shells
Add more entities to protected list
* gmod_gamerules, ai_network, soundent
* instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager
* These are internal runtime singletons Lua has no business touching
StudioMDL: Make $maxverts optional
* Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Small Engine lighting & FX
Large oil rig do not spawn PT boats, only rhibs
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Now rename them so they match the order they get dynamically set to
Rename buoyancy transforms so I can tell which side is which
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Can now specify a list of items that will get destroyed on boath death.
Added embrasures.
Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
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- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations)
- Resetup the power bar
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
- Swap reload to be fully serverside
- Fixing 'isreload' flag being set in the wrong places
Merge from ptboat_lightingfx
Remove ramp sockets from hulls
Fixed Get Network Time compile error
Revert hull_square, fucked it.
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Fixed scientist boat groups accumulating near large oil rig after puzzle resets
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