134,338 Commits over 4,262 Days - 1.31cph!
▊▄▍▆▉█▄ █▌▄▄ ▇▅▇▇ ▊▋ ▉▅▉█/▆▍▊▆▋▉▆_▇▊▍▊▋▄▇
scientist_boats_improvements_3 -> naval_update
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
updated prefab scale and added positonal offset
Implement fuse for cannon firing
Pull towards the centre the further out the boats are in the deepsea
audio files import and floating walkway audio set up
Updated model for tactical gloves
merge from Minifridge_IndustrialAdapter
Lowered the industrial adapter socket so its not floating above the fridge when deployed
exported updated chainsaw harvesting anims and slight edit of vm admire camera
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
reduction in sail position influence on thrust, less than half what it was but still double the engine's
- still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
building planner texture update with new graphics
placeholder setup of viewmodel (so Pedro can see textures)
-set materials to import on model
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
▍▌▉▉▋▇█ ▌▄ ▋▉█▇▋▌ ▆▊█▊▆▅ ▋▊▇▌, ▇▆▅ ▅▇▊▅▊ ▊▅▅▊▌▉█ ▄▄ █▊▌▍▄ ▉▇▌▅▌▍ ▆▆▅▆▅▊, ▇▅▆
Bugfix: UseOcclusionV2 - handle spectating players
Since we no longer do bidirectional checks when iterating occlusion groups, we ended up missing out on spectators and wouldn't allow replication to them.
Tests: on craggy with UsePlayerUpdateJobs 2, flew far away to get outside of network range then started spectating - could see target moving.
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
Update to rear 50cal character position + timing changes on front 50cal weapon anims
rocket launcher rpg despawn set
Fixed some indirect lighting issues with the lit shader in RRP
delete phantom minifridge icon in root
fixed animated camera issues
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other)
- Less attempts to reverse when we can just go forward
merge from cargo_egress_fix
Fixed cargo still able to go through oil rig when egressing
bug fix's for a selection of player update 3p animations
Remove scrap cost from io table to bring in-line with workbench
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
merge from green_hazmat
Steamunlock - todo
Texture size optimization.
Merging main branch to fpbuild_jenkins
Prevent player's view ROLL from being changed by bad actor maps
* Either by spawning or teleporting the player
Another malicious map prevention
Do not rebuild node graph for workshop maps
Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded
Prevent unexpected disconnection when using gm_load on a server
NULLLLL chex
Make certain NPCs appear in killfeed
* Helicopter, Combine Ceiling Turret and Camera and Antlion Grub
Fix inverted null check from yesterday
Fixed regression with clientside entity removal
Fixed -tools spamming about "Too many popups!" when its not so
* It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014.
Fixed spritecard orientation 3 not rendering at all
Unify how entities are removed
Apply proposed fix for CModelLoader::Studio_ReloadModels
garrysmod-issues/issues/6467
Fixed crashes to do with IK certain models
Fixed an infinite loop on map unload