132,804 Commits over 4,232 Days - 1.31cph!

Yesterday
Improved the deep sea billboards spawning positions
2 Days Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
2 Days Ago
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
2 Days Ago
▅▋▆▋▉▇ ▅▆ /█▅▌▇
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Fixed phrase conflicts
2 Days Ago
Teleport trigger can also show toats
2 Days Ago
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
2 Days Ago
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
2 Days Ago
Merge from parent
2 Days Ago
Merge from parent
2 Days Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
2 Days Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
2 Days Ago
Merge from naval_missions
2 Days Ago
Merge from naval_missions
2 Days Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
2 Days Ago
Add new dwellings to manifest
2 Days Ago
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
2 Days Ago
Remove accidentally comitted test script
2 Days Ago
Merge from parent
2 Days Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
2 Days Ago
Print deep sea radiation amount in deepsea.printState command
2 Days Ago
Merge from naval_update
2 Days Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
2 Days Ago
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.
2 Days Ago
▇▅▅▅▆▌▄ ▆▍▌▆▆▆▆▉ ▋▄▉▌
2 Days Ago
Tweaked end of deep sea wipe radiations
2 Days Ago
Hooked up lights and exhaust effect
2 Days Ago
merge from naval_update
2 Days Ago
merge from naval_update/oilrig_boats
2 Days Ago
Missed one file
2 Days Ago
Possibly fixed NRE's when another player is placing a sail in range
2 Days Ago
wip deepsea transition grace period
2 Days Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
2 Days Ago
Regen tropical 1 mesh chunks
2 Days Ago
█▅▆█▊▄█ ▋▌▉▋▍▉▇ ▊▅ ▌▄▇█▍▊▍ ▋▆▇▅█▍▍▌▇▅▄ ▍▇▄▅▌▋▇ ▍█▄▉▌
2 Days Ago
- Lerp properly - Dirty system - CLeanup fire system
2 Days Ago
merge from oilrig_boats
2 Days Ago
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
2 Days Ago
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
2 Days Ago
Small Engine lighting & FX
2 Days Ago
Large oil rig do not spawn PT boats, only rhibs
2 Days Ago
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
2 Days Ago
Now rename them so they match the order they get dynamically set to
2 Days Ago
Rename buoyancy transforms so I can tell which side is which
2 Days Ago
▅▊▌▍▅▉ ▄ ▊▇▅▍ ▉▆ ▅▆▊▌▉▄▌▇▋▍▉
2 Days Ago
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.
2 Days Ago
▅▄██▆▋ ▅▊▅█ █▄▍▅▌▇▄ ▇▄▄ ▅▆▉▌▍ ▇▄▌▄▊▊▊▉▊▄▋ █▊ █▋▊ ▄██▅▉▋▍▇▉
2 Days Ago
▉▋▋▆▌▌▊▅▄ ▄▋▆▆▉▅▋ ▉▋▍▊▍▄▇
2 Days Ago
Compile fix