132,607 Commits over 4,232 Days - 1.31cph!

8 Minutes Ago
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12 Minutes Ago
Gibs and LODs for Artist Canvas S
13 Minutes Ago
Balloon config UI improvements
14 Minutes Ago
player update car pose change + IK adjustment
17 Minutes 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
21 Minutes Ago
don't let you push a PlayerBoat if you're parented to it
30 Minutes Ago
Make sure placement error is correct for the deep sea build fix
36 Minutes Ago
and added the texture too
36 Minutes Ago
added store icon for birthday candle hat
54 Minutes Ago
merge from deep_sea
54 Minutes Ago
Fixed being able to build in the deep sea when looking at an entity
1 Hour Ago
setup worldmodel prefab for lr300 space gun
1 Hour 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
1 Hour Ago
Removed deep sea hackable crate map marker
1 Hour Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
1 Hour Ago
50cal_animations -> naval_update
1 Hour Ago
S2P all
1 Hour Ago
merge from boat_building
1 Hour Ago
50cal -> naval
1 Hour Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
1 Hour Ago
50cal_Animations -> naval_update
1 Hour Ago
50cal_animation -> naval_update
1 Hour Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
1 Hour 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
1 Hour Ago
Update all ship trigger parent shapes to match the ship
1 Hour Ago
Projector in stables_b now permanently on
2 Hours Ago
Merge from deploy_fixes_wip
2 Hours Ago
FX tweak to better faciliate adjacent wall.
2 Hours Ago
Try authority with higher yield state acceptance
2 Hours Ago
50cal_animations -> naval_update
2 Hours Ago
plugged gap in stairs_overhang_300x300_corner
2 Hours Ago
double 50Cal mounting sounds and shooting volume changes
2 Hours 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 Hours Ago
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2 Hours Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
2 Hours Ago
50cal_animations -> naval_update
2 Hours Ago
closed gaps at floor level on watch towers
2 Hours Ago
Up the updaterate since we are using serverside movement
2 Hours Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
3 Hours Ago
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3 Hours Ago
filler in gap quality 0 Launch site
3 Hours Ago
boat engine now uses more fuel per sec
3 Hours Ago
fixed wooden_building_c LOD1 roof not double sided
3 Hours Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
3 Hours Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
3 Hours Ago
small oilrig set dressing fixes
3 Hours Ago
merge from deep_sea
3 Hours Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
3 Hours Ago
bunch of shadow proxies to fix light leaking in oilrig
3 Hours Ago
50cal_animations -> naval_update