132,746 Commits over 4,232 Days - 1.31cph!

Yesterday
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Fix server/none compile error in MeshTerrainRootRuntimeObject
Yesterday
Mark steering anim as non-looping, fixes it flipping over when at 1
Yesterday
Merge from naval_missions
Yesterday
Merge from naval_missions
Yesterday
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Yesterday
Add new dwellings to manifest
Yesterday
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Yesterday
Remove accidentally comitted test script
Yesterday
Merge from parent
Yesterday
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Yesterday
Print deep sea radiation amount in deepsea.printState command
Yesterday
Merge from naval_update
Yesterday
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Yesterday
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Yesterday
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Yesterday
Tweaked end of deep sea wipe radiations
Yesterday
Hooked up lights and exhaust effect
Yesterday
merge from naval_update
Yesterday
merge from naval_update/oilrig_boats
Yesterday
Missed one file
Yesterday
Possibly fixed NRE's when another player is placing a sail in range
Yesterday
wip deepsea transition grace period
Yesterday
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Yesterday
Regen tropical 1 mesh chunks
Yesterday
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Yesterday
- Lerp properly - Dirty system - CLeanup fire system
Yesterday
merge from oilrig_boats
Yesterday
Minor cleanups Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Add more entities to protected list * gmod_gamerules, ai_network, soundent * instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager * These are internal runtime singletons Lua has no business touching StudioMDL: Make $maxverts optional * Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file
Yesterday
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Yesterday
Small Engine lighting & FX
Yesterday
Large oil rig do not spawn PT boats, only rhibs
Yesterday
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Yesterday
Now rename them so they match the order they get dynamically set to
Yesterday
Rename buoyancy transforms so I can tell which side is which
Yesterday
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Yesterday
Can now specify a list of items that will get destroyed on boath death. Added embrasures. Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
Yesterday
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Yesterday
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Yesterday
Compile fix
Yesterday
- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations) - Resetup the power bar
Yesterday
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
Yesterday
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
Yesterday
Merge from ptboat_lightingfx
Yesterday
Finalized
Yesterday
Remove ramp sockets from hulls
Yesterday
Fixed Get Network Time compile error
Yesterday
Revert hull_square, fucked it.