135,815 Commits over 4,293 Days - 1.32cph!

2 Months Ago
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
2 Months Ago
Updated male model/prefabs
2 Months Ago
ore box texture pass
2 Months Ago
set up lr300 space entity with space gun rig
2 Months Ago
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
2 Months Ago
Merge from parent
2 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
2 Months Ago
Parent entities before initializing them
2 Months Ago
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2 Months Ago
Gibs and LODs for Artist Canvas S
2 Months Ago
Balloon config UI improvements
2 Months Ago
player update car pose change + IK adjustment
2 Months Ago
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
2 Months Ago
don't let you push a PlayerBoat if you're parented to it
2 Months Ago
Make sure placement error is correct for the deep sea build fix
2 Months Ago
and added the texture too
2 Months Ago
added store icon for birthday candle hat
2 Months Ago
merge from deep_sea
2 Months Ago
Fixed being able to build in the deep sea when looking at an entity
2 Months Ago
setup worldmodel prefab for lr300 space gun
2 Months Ago
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
2 Months Ago
Removed deep sea hackable crate map marker
2 Months Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
2 Months Ago
50cal_animations -> naval_update
2 Months Ago
S2P all
2 Months Ago
merge from boat_building
2 Months Ago
50cal -> naval
2 Months Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
2 Months Ago
50cal_Animations -> naval_update
2 Months Ago
50cal_animation -> naval_update
2 Months Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
2 Months Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
2 Months Ago
Update all ship trigger parent shapes to match the ship
2 Months Ago
Projector in stables_b now permanently on
2 Months Ago
Merge from deploy_fixes_wip
2 Months Ago
FX tweak to better faciliate adjacent wall.
2 Months Ago
Try authority with higher yield state acceptance
2 Months Ago
50cal_animations -> naval_update
2 Months Ago
plugged gap in stairs_overhang_300x300_corner
2 Months Ago
double 50Cal mounting sounds and shooting volume changes
2 Months Ago
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)
2 Months Ago
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2 Months Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
2 Months Ago
50cal_animations -> naval_update
2 Months Ago
closed gaps at floor level on watch towers
2 Months Ago
Up the updaterate since we are using serverside movement
2 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
2 Months Ago
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2 Months Ago
filler in gap quality 0 Launch site
2 Months Ago
boat engine now uses more fuel per sec