132,640 Commits over 4,232 Days - 1.31cph!
fix birthday hat with mannequin giving free light
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
Fix NRE on bradley's death
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merge from main/naval_update
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More agressive LOD distances on improvised walkway set
Changed LOD1 from 10 to 5
LOD2 from 25 to 15
Thin supports and railings culling set to 60 from 75
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Merge from naval_missions
Rename new missions to have helpful prefixes
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
Artist Canvas M - LOD and gibs and setup
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat
When waking up, you are unparented for a few frames, causing some fuckery
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
merge from ice_sculptures2/pointgrid_to_sdf
updated space station lr300 description
Fix some dialogue options going to the wrong resulting node upon being pressed (bug introduced in
137685 with fix for dialogue options showing the wrong response number)
- Boat vendor on floating cities no longer sells submarines
- Misc improvements to boat vendor dialogue tree
- English string localization fixes for various bits of NPC dialogue
updated ice sculpture description
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
Updated male model/prefabs
set up lr300 space entity with space gun rig
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh
Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
Parent entities before initializing them
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Gibs and LODs for Artist Canvas S
Balloon config UI improvements
player update car pose change + IK adjustment
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull
More agressive distances for LOD1 on all casino elements
don't let you push a PlayerBoat if you're parented to it
Make sure placement error is correct for the deep sea build fix
and added the texture too
added store icon for birthday candle hat
Fixed being able to build in the deep sea when looking at an entity
setup worldmodel prefab for lr300 space gun
Improve TWOPASS model detection & fix alphatest SSAO pass
* Alpha-tested materials are now considered opaque
Alpha test HL2 door props with windows in it
(Sub)Material overrides affect depth passes
* So making a glass prop (or glass part of a prop) opaque actually affects the flashlight shadow
Combine Mine relationship adjustments
* Doesn't attack Combine Gunship, Manhacks, Stalkers
* Always attacks barnacles
* Respects IgnorePlayer and DisableAI settings
Delete clientside part of prop_vehicle_cannon
* Serverside part was already removed from GMod
* Also removes it from the FGD
Apply same restrictions on APC as the Jeep has (properties & PhysGun)
Fixed client D.O.G. ragdolls leaving behind ropes on removal
Add tracer effects to Shotgun/Annabelle fired by NPCs
Fixed rapidly loading models (dupes) affecting model translucency flags
* Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions.
Try to occasionally compact pending sounds vector
* Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out.
Clear m_CompensatedEntities of invalid entities every second
* To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
Increase lagcomp invalid ent clear timer to 60 seconds
Added serverlist.ServerRules (menu state)
* Similar to serverlist.PlayerList but for server rules. Both also now have a second argument in the callback indicating whether the callback was an error
Update gmod.code-workspace
Revert "Potential fix for HUDWeaponPickedUp getting wrong entities"
This will require network breaking changes
Prevent worldspawn (re)creation in a few more places
Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
Fixed Player:DropObject not working for Physics Gun without the arg
Particle Editor search and Copy Name button
Reset particle preview when it was hidden and became visible
* "Fixes" some particle previews just becoming blank after a while of not being simulated.
Minor cleanups
func_conveyor affects physics props
Removed deep sea hackable crate map marker
Admin killing the PT Boat turrets will now also destroy the bpat itself
50cal_animations -> naval_update