129,310 Commits over 4,201 Days - 1.28cph!

Today
Adding gibs mesh for the steering wheel and small engine
Today
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
Today
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
Today
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Today
Merge from floating_cities
Today
S2P FC 1,2,3
Today
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm
Today
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Today
Merge from map_work
Today
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
Today
Compile fix
Today
Add icon to switch between deep sea and regular maps on the death screen
Today
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Today
Merge from main
Today
Merge from parent
Missed file
Fix crash
Invert forward support Compile fixes Setup rear turret as inverted forward
Disabled shadow casting on casino ropes
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
Today
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Today
wip parenting changes
Today
Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff
Today
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
Today
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
Today
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
Today
merge from fix_deep_sea_wipe -> naval_update
Yesterday
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
Yesterday
Fix fully global networked entities not getting killed when the deep sea wipes
Yesterday
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
Yesterday
Merge: from main
Yesterday
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Yesterday
Update(editor): AnalyticsV2 - emit session start event This is to make validating analytics on the backend easier (as this helps to form a full session) Tests: with logging enabled observed session-start being fired before player_connect for server is sent
Yesterday
Attack update
Yesterday
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Yesterday
Update female torso skin weights to fix neck seam
Yesterday
merge from shorevector_disabled_terrain_fix
Yesterday
rebaked Tropical 3 and 4, slope data was broken
Yesterday
handling disabled terrain properly in shore vector bake
Yesterday
Static string lights optimization / made them all one material and enabled batching
Yesterday
Krieg shotgun viewmodel updates - Deploy into ADS fixed - Timing of reload exit fixed - Fire anims match response time, fire rotation speed increased on cylinder
Yesterday
Small boat crane prop LODs and COL, prefab setup
Yesterday
Fix chainsaw viewmodel fx not showing up
Yesterday
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
Yesterday
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows Removed shadow casting from the static lantern via override in the medical bay tent Fixed a few small bugs in the medical bay
Yesterday
Removed deep sea island tree spawning code, not needed anymore