129,109 Commits over 4,201 Days - 1.28cph!

4 Days Ago
Merge from naval_update
4 Days Ago
Compile fixes
4 Days Ago
Only show steering wheel health bar in edit mode
4 Days Ago
Rework steering wheel priv linking to fix save issue
4 Days Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
4 Days Ago
squeeze bent normals into skin shader g-buffer
5 Days Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
5 Days Ago
Topologies
5 Days Ago
Final splatting/sculpts.
5 Days Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
5 Days Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
5 Days Ago
merge from misc_fixes
5 Days Ago
added indicators for ammo types: slug, smoke, buckshot
5 Days Ago
Fix muzzle fire appearing at the wrong place
5 Days Ago
Re-apply CodeGen
5 Days Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
5 Days Ago
Swap to the rigged versions of the 50 cals
5 Days Ago
Reset some CodeGen to their state on /main
5 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
5 Days Ago
CodeGen
5 Days Ago
Fixed front turret only reloading the left 50 cal
5 Days Ago
Rebase on /main
5 Days Ago
Fix SV_ReloadStart error on rear turret
5 Days Ago
Another manifest Finally working with some clean prefabs
5 Days Ago
bug fixes, cleaned up scene folders
5 Days Ago
audio clip properties updates
5 Days Ago
added ADS attack anim for rpg skin viemodel
5 Days Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
5 Days Ago
DLC tab background fading
5 Days Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
5 Days Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
5 Days Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
5 Days Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
5 Days Ago
Splats & sculpts.
5 Days Ago
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5 Days Ago
Rebase on /main
5 Days Ago
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5 Days Ago
Atlases, cleanup
5 Days Ago
Removed ability to repair helicopters that are in flight
5 Days Ago
merge from naval_update
5 Days Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
5 Days Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
5 Days Ago
5 Days Ago
conditional art models, textures, material and initial prefabs setup
5 Days Ago
unlock test
5 Days Ago
Added sounds and support for an audio cue for when the wheel is centred
5 Days Ago
Realign rear turret again