132,016 Commits over 4,232 Days - 1.30cph!
merge from main/naval_update
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steering wheel increased texture resolution and shading fix on some wood handles
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merge from naval_update/deep_sea
Fixed deep sea exit portal always spawning south
Some refactoring
add text colour scaling depending on time of day, added CanvasLOD
hooked up lodgroup correctly this time on balloons and also fixed vertex order on lod1's on heart and speechbubble balloons so materials preserve across lodchain
merge from birthday2025 fixed lod issue
merge from main/naval_update
Fixed z flickering in casino barge
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
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)
- Add teleport2nearest console command to teleport to nearest target entity. Can pass in optional arg to teleport to nth closest entity
- Add optional arg to completeMissionStage to block objective resetting
- Move conversation response and can accept mission checks to be run entirely on the server. This fixes issues with players potentially seeing invalid dialogue choices
- Fix another instance of the wrong list being reset to the pool in NPCMissionProvider
- Fix invalid mission instances potentially not being handled when generating mission protobuf
- Fix dialogue options showing the wrong option number
- Replace various Lists with BufferLists
- Cleanup some english strings for existing NPC dialogue
merge from main/naval_update
Fixed MapView NRE when disconnecting with the map open
removed duplicate lodgroups from balloons
enabled RW on balloon gibs
set mixedclump as hidden, uncraftable
merge from naval_update/deep_sea
Make sure the weather isnt stormy in the deep sea when opening
The waves were messing with the boat buoyancy during the spawning phase
moved easel to deployables folder, set up very wip deployable
merge from fix_health_info_popup -> main
pt_boat_turrets -> naval_update
Water junkpiles are now destroyed if hit by player boats with a mass of >= 2000.
Added IDestroyableOnPlayerBoatCollision.
Added JunkPileWater.DestroyableByPlayerBoats and JunkPileWater.MinimumPlayerBoatMassToBeDestroyed server vars to toggle and control behaviour.
merge from fix_health_info_popup -> main
switch from syncvar to RPC, just makes it simpler in this case
Added soome more null checks in handle aiming - should stop on mount nre
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- Fix turrets randomly snapping to stupid rotations for no reason
Cocoknight torso and legs reposing
exported latest lr300 space vm anims
naval_update -> pt_boat_turrets
Increase FOV networking bits from 8 to 16
Since they are floats, they need a bit extra to maintain precision
Network CallOnClient and HUDWeaponPickedUp using EHANDLE
* It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
Front 50cal animation updates
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Cocoknight armor head and gloves reposing
merge from naval_update/deep_sea
Fixed rhib map screens masking:
- switched to rect 2d mask
- added support for rect 2d masking in the map shader