132,646 Commits over 4,232 Days - 1.31cph!
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
Added a ConVar for toggling the texture dynamic memory budget adjustments
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change
- Codegen
Update all ship trigger parent shapes to match the ship
Projector in stables_b now permanently on
Merge from deploy_fixes_wip
FX tweak to better faciliate adjacent wall.
Try authority with higher yield state acceptance
50cal_animations -> naval_update
plugged gap in stairs_overhang_300x300_corner
double 50Cal mounting sounds and shooting volume changes
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point
Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
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All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
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filler in gap quality 0 Launch site
boat engine now uses more fuel per sec
fixed wooden_building_c LOD1 roof not double sided
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Update: DynamicNavMesh allows to exclude specific navmesh source roots
- Ghostships register to be excluded, since they have their own baked navmesh
- [editor-only] Added logic to exclude all roots from the client scene
This CL also has some temp ghostship debug code (offsets navmesh to validate it)
Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
small oilrig set dressing fixes
Fixed repel forces blocking whitelisted boats inside the deep sea
bunch of shadow proxies to fix light leaking in oilrig
50cal_animations -> naval_update
Fixed merge conflicts:
- Rewired up turret screenshake effects
- Fixed broken values/references
updated vm lr300 space anims
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
fixed stairs being ass at excavator smaller machine
tweaks to rocks in WTP to avoid poking out of cliffs
removed rendererbatch from drain and manhole cover prefabs
raised them by a bit in ferryterminal to be sure
added prevent movement volume to block LOS error spot
Glass small surface type for industrial buildings