132,008 Commits over 4,232 Days - 1.30cph!

Yesterday
Rewrote the reload system
Yesterday
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
Yesterday
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
Yesterday
birthday balloon sounds
Yesterday
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
Yesterday
merge from fix_cui_update_texture -> main
Yesterday
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Yesterday
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Yesterday
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
Yesterday
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
Yesterday
Remove a fog of war log
Yesterday
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
Yesterday
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
Yesterday
Don't reconcile with present states
Yesterday
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
Yesterday
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
Yesterday
merge from deep_sea -> deep_sea/island_scenes
Yesterday
add another variable to balloon text for correcting pivot displacement from vertical rotation
Yesterday
Lumberjack hazmat repose/lods
2 Days Ago
Send right first server snapshot time
2 Days Ago
Only show crosshair when not using sights (front turret)
2 Days Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
2 Days Ago
merge from boat_building
2 Days Ago
Merge from parent
2 Days Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
2 Days Ago
Add text to both sides of balloons
2 Days Ago
Merge from parent
2 Days Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
2 Days Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
2 Days Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
2 Days Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
2 Days Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
2 Days Ago
Extra protection to on cl_attack and on cl_reload
2 Days Ago
Paintball Gun - texture update
2 Days Ago
Reposed barrel and crate wearables
2 Days Ago
naval_update -> pt_boat_turrets
2 Days Ago
scientist_boat_ai -> naval_update
2 Days Ago
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
2 Days Ago
merge from naval_update
2 Days Ago
scientist_boat_ai -> naval_update
2 Days Ago
Ensure front turret is playing the front turret animation
2 Days Ago
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Change tip wording.
2 Days Ago
Show a game tip mentioning the built-in code lock the first three times you place a steering wheel.
2 Days Ago
Fixed debug portal renderer being visible with the convar off
2 Days Ago
Small engine skinning fix
2 Days Ago
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
2 Days Ago
Re-add model scale to prop_dynamic in Hammer It works visually. Minor cleanups Prevent entity precaches from calling OnEntityCreated/Removed Enable Episode 2 flinching behaviors for npc_zombie * Also fixes its blood color being YELLOW instead of ZOMBIE More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations Fixed Lua error with "" for rope material Fix nullptr crashes (on game exit?) to do with HTML panels (CEF) Make Zombine use zombie blood color Resistance mines target Xen Aliens from HL1 Make Resistance Mine have proper name in killfeed Add missing attachments to Combine APC model So the player's view is not in the ground if they somehow got into the APC prop_vehicle_apc code tweaks * You can now actually exit the APC if you got into a non locked one * Non locked APC now starts the engine when entry animation ends * Do not play locked sound for non locked APC Fixed Gravity/Physics Gun world model * It is no longer changing its light level based on rotation (fixed normals) * Add 3rd skin for the mega gravity gun, used by c++ code * Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations * Fixed physics model not matching the visual model Update some weapon icons with poor constrast Fixed toolgun world model light origin Add thumbnail for nb_example so people stop pestering about it Potential fix for HUDWeaponPickedUp getting wrong entities Updated TTT * Add weapon group spawnflags to ttt_random_weapon Antlion Grub ragdoll inherits color/material from the "npc" * It's not a real NPC Add a copy button to kick reason popup Add `cable_dx8` to rope shader whitelist * Whyyyy is it DX8
2 Days Ago
Only try and ram occasionally