133,281 Commits over 4,262 Days - 1.30cph!
fixed cover prop on trawler_D shifting locations
Merge from naval_missions
removed rendererbatch from cardboard_boxes set fully - may require S2P
WIP scrap box blockout tests (committing as need to move branches)
cherrypicking
131909 rowboat_outboard_collider_issues &
131947 primitive_colliders (was only merged to aux)
Fix casino npc not hooked up to vending machine
S2P all floating cities
Adjust scale of deep sea ghost ship markers
Fixed warning spam on space LR
Merge from lr_canvas_rework
Hooked up low ammo and burst indicators
First loot pass on AI PTBoat and RHIB. Still ass but its way more organised than before
Remove icons that generated in the main folder
Compile fixes - moved FOV stuff from SERVER to CLIENT
naval_update -> mountedturrets_fixes
Show a toast when trying to reload a turret without any 5.56 in your inventory
Search range changes:
Pt boat -> 300
RHIB -> 200
Lerp fov in and out when reloading the turret
Wrap is invisible check in a server block
Add extra targetting system to mounted weapon AI:
- Allows turet AI to target the same target as the boat provided they dont have one
- Same distance checks as standard target pickup
Reduce the camera fov a little bit when mounted to the rear turret, to fix the mesh clipping in the camera
Added PTboat mounted turret dry fire effect
ai_boats_fixes -> naval_update
Gloves leather, Dracula Mask, prisoner hood, jumpsuit waterwell repose
Reduce vine material displacement strength
cannon balance, cannon bunker loot
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea
Baked out a texture for the LCD font, made a material and quad per digit
Updated test list to include all the latest naval entities
Exclude all boat building blocks from raiding tests (boat building blocks do not take damage from rockets)
Fix turret aiming freeze: server rotation loop never executed in client-authority mode
Server movement logic was incorrectly disabled when _clientAuthority = true, preventing
_worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates.
Fixed by:
- Making server apply rotation unconditionally in Update()
- Corrected HasServerAuthority to always true for rotation authority
- Clamping turret-space yaw/pitch at SetTargetAngles
- Ensuring server snapshot updates execute consistently
- Client authority now only supplies target angles — server still owns movement
Eliminates turret freezing, desync, and clamping bypass issues.
add some more debug info to TransformMemory
Scientists mounted on pt boat turrets cannot target invisible players
▊▆▉ ▍▉▇▄▌▉█▉▄_▇▌▅▋▋▍█▉▅▇▉▆▉. █▋▍█▄▆▊▄/▉▆▌▄█▇▄▅█ ▆▇▌▋▉▌▊▋▆ ▅▌▋▆▇ ▋▆ █▅▊▅▇█▅ ▌▄▋▊▇▊.
▆▊██▊▅▅ █▌▍▌▇ ▋▌▄ ▌▆▇▍ ▅▋▄▅▇▄▄▋ ▅▍▊▋▆▇▄, ▄▉█▆▉▅▉▌ ▉▅▋▌ ▊▉▅▍▋█▊▅▍
Removed a dupped check in OnTick
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
Fixed scientist boats turning their engine on and off repeatedly when ai.move is false
Don't error log about out of bounds if mission has no rewards, just return
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up
Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
Fix Lua errors in Sandbox derived gamemodes without spawnmenu
Better match viewmodel hands for male11 and male12 player models
Fix main menu Lua errors when start that one map
Reenable net message buffer limiters
So `net.BytesLeft()` would work as expected. This was tried in 2019 but was undone for some reason. In my testing it works.
Minor Lua cleanups to do with net.Receive arguments
Apply some random-ish patches from LuaJIT repo
Added render.IsTakingScreenshot
Make Entity:SetLightingOriginEntity use model illum position
Reimplement kickid from scratch
The original implementation is kinda whack. Hopefully this new one fixes whatever issues people are having with it producing weird kick reasons (if the problem is even kickid to begin with)
As a bonus kickid "STEAM_0:0:0" "reason" format now works too (previously STEAM_0 format did not work as a single argument)
█▇▉▌▄ ▊▉▌▆ ▋▅▆ █▊▅▉▉▋ ▅▋▋▌▌ ▋▉▄▅▋▊▄▉▄▄ ▇▋ █▋▊ ▊▇█▊ █▆▉ (▍▅▊▊▇▄ ▊▉▋ ▆▉█▌▆▄ ▉▌▅▆▆▅▆ ▅ ▍▋▋▌ ▅▌▆'▅ ▇▊ ▆▊▌ █▄▆▍ ▍█▇▄▆ ▍▍█▉▌ ▊▉ ▆▄█ ▊▍▋▍ ▊▆█ ▋█ ▅▅▌▉▊▅▄ ▋▌▆▆ ▊▍▄▊)
Sail canvas collider now ignores player movement, prevents players geting stuck
Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur