132,398 Commits over 4,232 Days - 1.30cph!

2 Months Ago
mat tweaks
2 Months Ago
shaders in bundle
2 Months Ago
hook into construction guides, configurable backface blend, neutral material
2 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
2 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
2 Months Ago
Sync mounted player references to clients
2 Months Ago
Mannequin visibility
2 Months Ago
Swap mannequin models
2 Months Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
2 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
2 Months Ago
Backup 2
2 Months Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
2 Months Ago
spacing out light sources more evenly on floating walkways prefabs
2 Months Ago
bird crap pass
2 Months Ago
merge from modding_custom_vitals -> main
2 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
2 Months Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
2 Months Ago
Display "crafting quality" stat for consumables in description
2 Months Ago
supply barge signs added
2 Months Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
2 Months Ago
Adding boatBuilding station rig
2 Months Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
2 Months Ago
merge from detailed_inventory_error_messages -> main
2 Months Ago
Codegen
2 Months Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
2 Months Ago
Implement code review feedback
2 Months Ago
Cherrypick hackweek custom_vitals branch
2 Months Ago
merge from fix_max_hp_tea -> main
2 Months Ago
Fix client showing 100 HP when using max hp tea
2 Months Ago
merge from analytics_puzzle_reset -> main
2 Months Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
2 Months Ago
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2 Months Ago
merge ghostship_npcs to naval_update
2 Months Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
2 Months Ago
Setup enemy spawners for all ghost ship variants
2 Months Ago
Merge from main
2 Months Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
2 Months Ago
Merging /main to /main/fpbuild
2 Months Ago
Added new livestock mesh and textures. created new material for newest livestock.
2 Months Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
2 Months Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
2 Months Ago
Mounted weapon seat and mounted weapon owner system
2 Months Ago
String liights / added fill lights and tweaked string_light_300_a
2 Months Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
2 Months Ago
Setup navigation for all ghostship variants