130,228 Commits over 4,201 Days - 1.29cph!

14 Days Ago
Merge from main
14 Days Ago
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
14 Days Ago
Make fold out colliders convex, general prefab setup
14 Days Ago
Fixed button text that broke after merge
14 Days Ago
Setup 3rd person reload effects on turrets
14 Days Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
14 Days Ago
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14 Days Ago
Merge from parent
14 Days Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
14 Days Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
14 Days Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
14 Days Ago
Merge from Project_Hammer
14 Days Ago
Merge from slots_optimize
14 Days Ago
Fixed caboose slot machine
14 Days Ago
Add max texture resolution information for skinnables in the workshop scene
14 Days Ago
Merge from main
14 Days Ago
Merge from boat_building
14 Days Ago
Merge from auth2
14 Days Ago
Merge from naval_update
14 Days Ago
Compile fixes
14 Days Ago
Only show steering wheel health bar in edit mode
14 Days Ago
Rework steering wheel priv linking to fix save issue
14 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)
14 Days Ago
squeeze bent normals into skin shader g-buffer
15 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
15 Days Ago
Topologies
15 Days Ago
Final splatting/sculpts.
15 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
15 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
15 Days Ago
merge from misc_fixes
15 Days Ago
added indicators for ammo types: slug, smoke, buckshot
15 Days Ago
Fix muzzle fire appearing at the wrong place
15 Days Ago
Re-apply CodeGen
15 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.
15 Days Ago
Swap to the rigged versions of the 50 cals
15 Days Ago
Reset some CodeGen to their state on /main
15 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
15 Days Ago
CodeGen
15 Days Ago
Fixed front turret only reloading the left 50 cal
15 Days Ago
Rebase on /main
15 Days Ago
Fix SV_ReloadStart error on rear turret
15 Days Ago
Another manifest Finally working with some clean prefabs
15 Days Ago
bug fixes, cleaned up scene folders
15 Days Ago
audio clip properties updates
15 Days Ago
added ADS attack anim for rpg skin viemodel
15 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