135,809 Commits over 4,293 Days - 1.32cph!

2 Months Ago
Fixed snow inside the entrance deep sea portal
2 Months Ago
▌ ▍▍▅▉▍ ▄▌▋ ▅▍▍▉▊█ ▄▋▋▅▆
2 Months Ago
▇ ▊▆▍ ▄▄▊▇▊▌ ▅▅▌▅▋
2 Months Ago
▌ ▇▉▋▊▅ ▅▌▉██▇▅▊ ▄▌▍█▄▉▆▍██ ▇▆█▍▄
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Improved the deep sea billboards spawning positions
2 Months Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
2 Months Ago
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
2 Months Ago
▅ ▋▆▋▉▇▅ ▆█ ▅▌▇▍▍
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
Fixed phrase conflicts
2 Months Ago
Teleport trigger can also show toats
2 Months Ago
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
2 Months Ago
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
2 Months Ago
Merge from parent
2 Months Ago
Merge from parent
2 Months Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
2 Months Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
2 Months Ago
Merge from naval_missions
2 Months Ago
Merge from naval_missions
2 Months Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
2 Months Ago
Add new dwellings to manifest
2 Months Ago
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
2 Months Ago
Remove accidentally comitted test script
2 Months Ago
Merge from parent
2 Months Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
2 Months Ago
Print deep sea radiation amount in deepsea.printState command
2 Months Ago
Merge from naval_update
2 Months Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
2 Months Ago
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.
2 Months Ago
▇▅▅▅▆▌▄▆▍ ▌▆▆▆▆▉▋▄ ▉▌▄▆
2 Months Ago
Tweaked end of deep sea wipe radiations
2 Months Ago
Hooked up lights and exhaust effect
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/oilrig_boats
2 Months Ago
Missed one file
2 Months Ago
Possibly fixed NRE's when another player is placing a sail in range
2 Months Ago
wip deepsea transition grace period
2 Months Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
2 Months Ago
Regen tropical 1 mesh chunks
2 Months Ago
█ ▅▆█▊▄█▋ ▌▉▋▍▉▇▊ ▅▌ ▄▇█▍▊▍▋ ▆▇▅█▍▍▌▇▅▄▍ ▇▄▅▌▋▇▍ █▄▉▌▉
2 Months Ago
- Lerp properly - Dirty system - CLeanup fire system
2 Months Ago
merge from oilrig_boats
2 Months Ago
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
2 Months Ago
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
2 Months Ago
Small Engine lighting & FX
2 Months Ago
Large oil rig do not spawn PT boats, only rhibs
2 Months Ago
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
2 Months Ago
Now rename them so they match the order they get dynamically set to
2 Months Ago
Rename buoyancy transforms so I can tell which side is which