131,868 Commits over 4,232 Days - 1.30cph!

Today
christmas wallpaper textures and material
Today
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
Today
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Today
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Today
Possibly fixed cannon getting rotated when mounting while it's parented to something
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
Today
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Today
Removed old ballista colliders on cannon
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
Today
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
Rewrote the reload system
Today
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
Today
birthday balloon sounds
Today
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
Today
merge from fix_cui_update_texture -> main
Today
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Today
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Today
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
Today
Remove a fog of war log
Yesterday
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
Yesterday
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
Yesterday
Don't reconcile with present states
Yesterday
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
Yesterday
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
Yesterday
merge from deep_sea -> deep_sea/island_scenes
Yesterday
add another variable to balloon text for correcting pivot displacement from vertical rotation
Yesterday
Lumberjack hazmat repose/lods
Yesterday
Send right first server snapshot time
Yesterday
Only show crosshair when not using sights (front turret)
Yesterday
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
Yesterday
merge from boat_building
Yesterday
Merge from parent
Yesterday
Add Assets\Plugins\crosstales back (minus voice plugin folder)
Yesterday
Add text to both sides of balloons
Yesterday
Merge from parent
Yesterday
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
Yesterday
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
Yesterday
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
Yesterday
Update for line spacing, text sizes, text colour, and small tweaks for balloons
Yesterday
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
Yesterday
Extra protection to on cl_attack and on cl_reload
Yesterday
Paintball Gun - texture update
Yesterday
Reposed barrel and crate wearables
Yesterday
naval_update -> pt_boat_turrets
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Yesterday
merge from naval_update
Yesterday
scientist_boat_ai -> naval_update