132,780 Commits over 4,232 Days - 1.31cph!

Yesterday
Remove test script
Yesterday
Rename new missions to have helpful prefixes
Yesterday
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
Yesterday
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
Yesterday
Artist Canvas M - LOD and gibs and setup
Yesterday
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
Yesterday
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
Yesterday
merge from ice_sculptures2/pointgrid_to_sdf
Yesterday
Merge from naval_update
Yesterday
Merge from naval_update
Yesterday
updated space station lr300 description
Yesterday
Fix some dialogue options going to the wrong resulting node upon being pressed (bug introduced in 137685 with fix for dialogue options showing the wrong response number)
Yesterday
- Boat vendor on floating cities no longer sells submarines - Misc improvements to boat vendor dialogue tree - English string localization fixes for various bits of NPC dialogue
Yesterday
updated ice sculpture description
Yesterday
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
Yesterday
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
Yesterday
Updated male model/prefabs
Yesterday
ore box texture pass
Yesterday
set up lr300 space entity with space gun rig
Yesterday
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Yesterday
Merge from parent
Yesterday
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
Yesterday
Parent entities before initializing them
Yesterday
▄▋▆▉▊▋ ▇▋▇ ▆▋▄▌ ▇▍▇ ▍▌▄▄▇▍▌▆▉ ▉▇ ▅▄▌▊▇█▄▇▆▆▉
Yesterday
Gibs and LODs for Artist Canvas S
Yesterday
Balloon config UI improvements
Yesterday
player update car pose change + IK adjustment
Yesterday
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
Yesterday
don't let you push a PlayerBoat if you're parented to it
Yesterday
Make sure placement error is correct for the deep sea build fix
Yesterday
and added the texture too
Yesterday
added store icon for birthday candle hat
Yesterday
merge from deep_sea
Yesterday
Fixed being able to build in the deep sea when looking at an entity
Yesterday
setup worldmodel prefab for lr300 space gun
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 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
Yesterday
Removed deep sea hackable crate map marker
Yesterday
Admin killing the PT Boat turrets will now also destroy the bpat itself
Yesterday
50cal_animations -> naval_update
Yesterday
S2P all
Yesterday
merge from boat_building
Yesterday
50cal -> naval
Yesterday
Added a ConVar for toggling the texture dynamic memory budget adjustments
Yesterday
50cal_Animations -> naval_update
Yesterday
50cal_animation -> naval_update
Yesterday
Reduce the wave impact on the pt boat so easier to predict + less nausea
Yesterday
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
Yesterday
Update all ship trigger parent shapes to match the ship
Yesterday
Projector in stables_b now permanently on
Yesterday
Merge from deploy_fixes_wip