130,449 Commits over 4,232 Days - 1.28cph!

13 Days Ago
Add icon to switch between deep sea and regular maps on the death screen
13 Days Ago
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
13 Days Ago
pt_boat_2 -> naval_update
13 Days Ago
naval_update -> pt_boat_2
13 Days Ago
PTBoat Scientists can use the rear turret properly
13 Days Ago
Merge from main
13 Days Ago
Merge from parent
13 Days Ago
Missed file
13 Days Ago
Fix crash
13 Days Ago
Invert forward support Compile fixes Setup rear turret as inverted forward
13 Days Ago
Disabled shadow casting on casino ropes
13 Days Ago
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
13 Days Ago
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
13 Days Ago
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13 Days Ago
wip parenting changes
13 Days Ago
Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff
13 Days Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
13 Days Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
13 Days Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
13 Days Ago
merge from fix_deep_sea_wipe -> naval_update
13 Days Ago
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
13 Days Ago
Fix fully global networked entities not getting killed when the deep sea wipes
13 Days Ago
Merge: from analytics_queue_rewrite - Bugfix for missing session-start event from Client, invalid session-end event from Client, malformed json aggregation - Added support to edit upload intervals (tied to existing same server vars) - Adjusted uploaders for some tables to avoid trying to send to our backend Tests: unit tests + manual testing on Craggy (S+C mode) and Bootstrap (C only)
13 Days Ago
Merge: from main
13 Days Ago
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13 Days Ago
Update(editor): AnalyticsV2 - emit session start event This is to make validating analytics on the backend easier (as this helps to form a full session) Tests: with logging enabled observed session-start being fired before player_connect for server is sent
13 Days Ago
Attack update
13 Days Ago
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13 Days Ago
Update female torso skin weights to fix neck seam
13 Days Ago
merge from shorevector_disabled_terrain_fix
13 Days Ago
rebaked Tropical 3 and 4, slope data was broken
13 Days Ago
handling disabled terrain properly in shore vector bake
13 Days Ago
Static string lights optimization / made them all one material and enabled batching
13 Days Ago
Krieg shotgun viewmodel updates - Deploy into ADS fixed - Timing of reload exit fixed - Fire anims match response time, fire rotation speed increased on cylinder
13 Days Ago
Small boat crane prop LODs and COL, prefab setup
13 Days Ago
Fix chainsaw viewmodel fx not showing up
13 Days Ago
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
13 Days Ago
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows Removed shadow casting from the static lantern via override in the medical bay tent Fixed a few small bugs in the medical bay
13 Days Ago
Removed deep sea island tree spawning code, not needed anymore
13 Days Ago
Merge from parent
13 Days Ago
merge from deep_sea
13 Days Ago
Added "Cannot build in the deep sea" toast when trying to build in the deep sea
13 Days Ago
Update: AnalyticsV2 - add support for changing upload intervals - made RuntimeProfiler and TickLogger adjust their intervals Tests: enabled runtime profiler and changed interval - confirmed sent when expected
13 Days Ago
Update: AnalyticsV2 - restore gameplay_events upload interval Accidentally submitted while testing it yesterday Tests: none, trivial change
13 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
13 Days Ago
more bug fixes on level
13 Days Ago
merge from naval_update
13 Days Ago
merge from deep_seaa
13 Days Ago
Set tropical3 and tropical4 terrain to Terrain layers Rebaked shore vectors and S2P
13 Days Ago
Made a proper material for the sea floor of the deep sea