140,247 Commits over 4,505 Days - 1.30cph!

11 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
11 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
11 Months Ago
Sync mounted player references to clients
11 Months Ago
Mannequin visibility
11 Months Ago
Swap mannequin models
11 Months Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
11 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
11 Months Ago
Backup 2
11 Months Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
11 Months Ago
spacing out light sources more evenly on floating walkways prefabs
11 Months Ago
bird crap pass
11 Months Ago
merge from modding_custom_vitals -> main
11 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
11 Months Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
11 Months Ago
Display "crafting quality" stat for consumables in description
11 Months Ago
supply barge signs added
11 Months Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
11 Months Ago
Adding boatBuilding station rig
11 Months Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
11 Months Ago
merge from detailed_inventory_error_messages -> main
11 Months Ago
Codegen
11 Months Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
11 Months Ago
Implement code review feedback
11 Months Ago
Cherrypick hackweek custom_vitals branch
11 Months Ago
merge from fix_max_hp_tea -> main
11 Months Ago
Fix client showing 100 HP when using max hp tea
11 Months Ago
merge from analytics_puzzle_reset -> main
11 Months Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
11 Months Ago
merge ghostship_npcs to naval_update
11 Months Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
11 Months Ago
Setup enemy spawners for all ghost ship variants
11 Months Ago
Merge from main
11 Months Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
11 Months Ago
Merging /main to /main/fpbuild
11 Months Ago
Added new livestock mesh and textures. created new material for newest livestock.
11 Months Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
11 Months Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
11 Months Ago
Mounted weapon seat and mounted weapon owner system
11 Months Ago
String liights / added fill lights and tweaked string_light_300_a
11 Months Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
11 Months Ago
Setup navigation for all ghostship variants
11 Months Ago
Moved static driftwood out of autospawn folder to fix log spam
11 Months Ago
Setup new cannon models
11 Months Ago
merge from analytics_puzzle_reset -> main
11 Months Ago
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs
11 Months Ago
exported/setup small engine anims with updated rig
11 Months Ago
merge from garagedoor_optims
11 Months Ago
Match LOD settings with skinned mesh
11 Months Ago
smoothing groups from uv islands on garage door blocks unskinned
11 Months Ago
Changing Jenkinsfile step flow to match original Rust Pipelines