132,666 Commits over 4,232 Days - 1.31cph!

Yesterday
Minor cleanups Prevent NPC animation events firing pistol weapons * Alyx model has "fire pistol" event, and so do the pistols, so the weapon ends up being fired twice in the same tick. Now we ignore animation events coming from the NPC, so the weapons only fire once. For now, this is limited to Pistols that NPCs can use. Fix Alyx firing 357 spawning reload shells Add more entities to protected list * gmod_gamerules, ai_network, soundent * instanced_scripted_scene, ai_ally_speech_manager, manipulate_bone, manipulate_flex, scene_manager * These are internal runtime singletons Lua has no business touching StudioMDL: Make $maxverts optional * Since it causes unexpected issues by itself, make it do anything only when it is actually present in the .qc file
Yesterday
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Yesterday
Small Engine lighting & FX
Yesterday
Large oil rig do not spawn PT boats, only rhibs
Yesterday
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Yesterday
Now rename them so they match the order they get dynamically set to
Yesterday
Rename buoyancy transforms so I can tell which side is which
Yesterday
▅▊▌▍▅▉ ▄ ▊▇▅▍ ▉▆ ▅▆▊▌▉▄▌▇▋▍▉
Yesterday
Can now specify a list of items that will get destroyed on boath death. Added embrasures. Don't instantly break doors/windows/embrasures on boat death, wait 15 seconds.
Yesterday
▅▄██▆▋ ▅▊▅█ █▄▍▅▌▇▄ ▇▄▄ ▅▆▉▌▍ ▇▄▌▄▊▊▊▉▊▄▋ █▊ █▋▊ ▄██▅▉▋▍▇▉
Yesterday
▉▋▋▆▌▌▊▅▄ ▄▋▆▆▉▅▋ ▉▋▍▊▍▄▇
Yesterday
Compile fix
Yesterday
- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations) - Resetup the power bar
Yesterday
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
Yesterday
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
Yesterday
Merge from ptboat_lightingfx
Yesterday
Finalized
Yesterday
Remove ramp sockets from hulls
Yesterday
Fixed Get Network Time compile error
Yesterday
Revert hull_square, fucked it.
Yesterday
Mege from parent
Yesterday
▋▇▆▄▄ ▋▍▊▅ ▉▊▉▍▋▊▇_▆█▉▌▍▇_▌▆▇▄
Yesterday
merge from boat_building
Yesterday
▋▋▌▊▅▄▄ ▊▍▋▅▍▉ ▋▆▅█▅▉▅▋▌▉▉▅▋ ▊▊ ▅▅▄▍▇▆▌▍▉▇█▉▋▄▅▇▊▋▊▊▊▆▇▋
Yesterday
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
Yesterday
▊▉▄▌▇▉▆▊ █▇▆▌▋▊█▊▋▋█▉▅▌▌▆▋▅' ▅▅▄▍▉▌▋▅█▌▅▊▋ -> ▆▋▍▌▍▉▅▆▉▆▊▌▍█▅▅▋▋▌▄▅▇▄▊
Yesterday
▄▆▇▉▍▊▌▅▆▍█▄▄▅▋▄▇▄▇▅▄▊▊▌ ▊▉▇ ▉▋▅▅▉▇▅▄▋▇▍▉▋▍▊▆▌▄ - ▇▍▉▅▉▋▉▊▍▍ █▊▉▍▇▇▆█▅▋▍▋▍ ▄▍ ▊▇▉▊▆ █▇▌ ▋▇▉ ▋█▅ ▇▊ ▍▇▅▉▅▌▄ ▅▇▊▆▅▄▅▉ ▍█▅▌ ▇▍▄▋ ▉▅▋▋▉▋▉▌ ▆▋▄▄█▌█▌▋▇ ▇▆▉▅▆▋▊▌▊▆▆▆ ▍▊▌ ▊▉ █▇▅█▇▋▌▄ ▇▍▅▅▅▍▇▅▄▊ ▋▆█▍▍ - ▄▋▅▇ ▊▍▌█▅▋▆▄ █▊▍▍ ▉▊▅▌▌▉▊▉▆▌ ▅▍▄▅█▅▉█ ▄▊▆█▆▄, ▉▉▄ ▇▌▍▍ █▅▊▅ ▉▆▄▅ ▉▅▊ ▄▋▋▌▇ ▍▇▅▉▄▉▆▋▄█ ▄▇▆█▇▊▇▍▋ ▌▇▍▌▌█▆▉▉▊██ ▆▊▆▄▍
Yesterday
Scene2prefab on all floating cities
Yesterday
▄▋▍▅▄ ▍▍▅▄▅▄▉▋ ▅▇▋█▌▇▇▋ ▅▇ ▅█▆ ▊▇▅▉ █▄▉▄▇▊▋▉▆▉█▄▅▉▄▉▆▉▍ (▆▉▊▆ ▉▉▍) ▇▌ ▋▋▇ ▊▍ ▉▋▍▄▊▋▊▄▍▊▋▍ ▊▍▋ ▅▍▍▄▇▌▍▌▌▍██▇ ▍▌█▆▌▅
Yesterday
casino creak sounds and volume changes
Yesterday
Fixed boat scientist all sleeping when the boat driver dies
Yesterday
Casino barge optimization / culled the entire exterior of the casino barge when you get inside Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside Various lighting optimizations
Yesterday
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
Yesterday
Play codelock effects/sounds for steering wheel
Yesterday
boat steering anim update
Yesterday
single 50cal turret mount/dismount changes
Yesterday
merge from space_checking_ore_spawners -> main
Yesterday
- Client auth with server validation (server auth and client prediction doesnt work for waves) - New setup for handling input validation - Setup force system for updates - Cleanup and remove some of the bloat thats developed
Yesterday
Changed modding lootables ore spawners to ensure there are no deployables/construction objects in their space before spawning. - Added duplicate prefabs with suffix _nsc that do not have this check, for those who do not want this new functionality
Yesterday
Diving Mask repose
Yesterday
Space LR300 - updated worldmodel with LODs
Yesterday
Implement player boat code lock entry blocking after too many incorrect guesses.
Yesterday
Fixed spawnislandhere, spawnghostshiphere and spawnfloatingcityhere commands not triggering EntityParentSettings
Yesterday
Do not save the boats spawned by ghost ship hackable crates
Yesterday
merge from hackablecrate_boats_fix
Yesterday
Variable Zoom Scope LOD0 Refresh
Yesterday
Added a null check in EnableScientistBrains for safety
Yesterday
Fixed loading issue with ghost ship hackable crates Changed how we spawn the AI boats when starting to hack a ghost ship crate
Yesterday
edited vm lr300 space anims
Yesterday
Fixes and optimisations for can accept mission checks