202,101 Commits over 4,171 Days - 2.02cph!

4 Years Ago
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4 Years Ago
merge from submarine
4 Years Ago
sub spawning setup at boat vendor
4 Years Ago
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4 Years Ago
Initial custom nav support
4 Years Ago
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4 Years Ago
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4 Years Ago
Bone manipulations do not inflate player/npc render bounds as much
4 Years Ago
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
4 Years Ago
merge from submarine ai (no spawns)
4 Years Ago
client compile fix
4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
4 Years Ago
gmod_camera's zooming is now tickrate independent (Community Contribution)
4 Years Ago
DungeonNavMesh now works with multiple instances
4 Years Ago
fixed accidental fog change while troubleshooting
4 Years Ago
TTT: Updated language files
4 Years Ago
Stop the crosshair color going white if the player's FOV is < 90 Completely remove CHudDeathNotice as it does nothing in GMod Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself
4 Years Ago
merge from submarine
4 Years Ago
Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
4 Years Ago
FIxed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
4 Years Ago
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
4 Years Ago
merge from main
4 Years Ago
Potential crash fix in CMatQueuedRenderContext::Bind
4 Years Ago
merge from aiz_creation
4 Years Ago
merge from submarine
4 Years Ago
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m S2P Swamp A,B,C
4 Years Ago
Really take care of npc_barnacle crashes when something deletes its internal physics objects
4 Years Ago
Added prevent building volumes to underwater lab prefabs
4 Years Ago
merge from misc_improvements
4 Years Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
4 Years Ago
modded folder organization (will break paths) Adding a bunch of commonly requested and missing objects
4 Years Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
4 Years Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
4 Years Ago
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4 Years Ago
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4 Years Ago
Increase submarine throttle/max speed
4 Years Ago
Allow faster steering adjustments in the submarines
4 Years Ago
When mounting a sub, always fill the driver's seat first
4 Years Ago
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4 Years Ago
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4 Years Ago
- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick. - In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
4 Years Ago
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4 Years Ago
Merge from main