132,665 Commits over 4,232 Days - 1.31cph!

6 Hours Ago
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
6 Hours Ago
Updated male model/prefabs
Today
ore box texture pass
Today
set up lr300 space entity with space gun rig
Today
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Today
Merge from parent
Today
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
Today
Parent entities before initializing them
Today
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Today
Gibs and LODs for Artist Canvas S
Today
Balloon config UI improvements
Today
player update car pose change + IK adjustment
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull More agressive distances for LOD1 on all casino elements
Today
don't let you push a PlayerBoat if you're parented to it
Today
Make sure placement error is correct for the deep sea build fix
Today
and added the texture too
Today
added store icon for birthday candle hat
Today
merge from deep_sea
Today
Fixed being able to build in the deep sea when looking at an entity
Today
setup worldmodel prefab for lr300 space gun
Today
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 Add tracer effects to Shotgun/Annabelle fired by NPCs Fixed rapidly loading models (dupes) affecting model translucency flags * Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions. Try to occasionally compact pending sounds vector * Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out. Clear m_CompensatedEntities of invalid entities every second * To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server Increase lagcomp invalid ent clear timer to 60 seconds Added serverlist.ServerRules (menu state) * Similar to serverlist.PlayerList but for server rules. Both also now have a second argument in the callback indicating whether the callback was an error Update gmod.code-workspace Revert "Potential fix for HUDWeaponPickedUp getting wrong entities" This will require network breaking changes Prevent worldspawn (re)creation in a few more places Set default m_flUseLookAtAngle for func_button to 0.8 (was 0) Fixed Player:DropObject not working for Physics Gun without the arg Particle Editor search and Copy Name button Reset particle preview when it was hidden and became visible * "Fixes" some particle previews just becoming blank after a while of not being simulated. Minor cleanups func_conveyor affects physics props
Today
Removed deep sea hackable crate map marker
Admin killing the PT Boat turrets will now also destroy the bpat itself
50cal_animations -> naval_update
Today
S2P all
Today
merge from boat_building
50cal -> naval
Today
Added a ConVar for toggling the texture dynamic memory budget adjustments
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
Today
Update all ship trigger parent shapes to match the ship
Today
Projector in stables_b now permanently on
Today
Merge from deploy_fixes_wip
Today
FX tweak to better faciliate adjacent wall.
Try authority with higher yield state acceptance
50cal_animations -> naval_update
Today
plugged gap in stairs_overhang_300x300_corner
Today
double 50Cal mounting sounds and shooting volume changes
Today
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
Today
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Today
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
Today
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
Today
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Today
filler in gap quality 0 Launch site
Today
boat engine now uses more fuel per sec