128,818 Commits over 4,201 Days - 1.28cph!

9 Minutes Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
28 Minutes Ago
Merge from Project_Hammer
1 Hour Ago
Merge from slots_optimize
1 Hour Ago
Fixed caboose slot machine
2 Hours Ago
Add max texture resolution information for skinnables in the workshop scene
2 Hours Ago
Merge from main
3 Hours Ago
Merge from boat_building
3 Hours Ago
Merge from auth2
3 Hours Ago
Merge from naval_update
3 Hours Ago
Compile fixes
3 Hours Ago
Only show steering wheel health bar in edit mode
4 Hours Ago
Rework steering wheel priv linking to fix save issue
4 Hours Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
4 Hours Ago
squeeze bent normals into skin shader g-buffer
5 Hours Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
5 Hours Ago
Topologies
5 Hours Ago
Final splatting/sculpts.
6 Hours Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
6 Hours Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
6 Hours Ago
merge from misc_fixes
Today
added indicators for ammo types: slug, smoke, buckshot
Fix muzzle fire appearing at the wrong place
Today
Re-apply CodeGen
Today
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
Swap to the rigged versions of the 50 cals
Today
Reset some CodeGen to their state on /main
Today
merge from fix_deep_sea_network_layer -> naval_update
Today
CodeGen
Fixed front turret only reloading the left 50 cal
Today
Rebase on /main
Fix SV_ReloadStart error on rear turret
Another manifest Finally working with some clean prefabs
Today
bug fixes, cleaned up scene folders
Today
audio clip properties updates
Today
added ADS attack anim for rpg skin viemodel
Today
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
Today
DLC tab background fading
Today
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
Today
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
Today
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
Today
Splats & sculpts.
Today
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Today
Rebase on /main
Today
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Today
Atlases, cleanup