133,652 Commits over 4,262 Days - 1.31cph!

13 Days Ago
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
13 Days Ago
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13 Days Ago
merge from naval_update/deep_sea
13 Days Ago
Fixed phrase conflicts
13 Days Ago
Teleport trigger can also show toats
13 Days Ago
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
13 Days Ago
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
13 Days Ago
Merge from parent
13 Days Ago
Merge from parent
13 Days Ago
Fix server/none compile error in MeshTerrainRootRuntimeObject
13 Days Ago
Mark steering anim as non-looping, fixes it flipping over when at 1
13 Days Ago
Merge from naval_missions
13 Days Ago
Merge from naval_missions
13 Days Ago
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
13 Days Ago
Add new dwellings to manifest
13 Days Ago
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
13 Days Ago
Remove accidentally comitted test script
13 Days Ago
Merge from parent
13 Days Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
13 Days Ago
Print deep sea radiation amount in deepsea.printState command
13 Days Ago
Merge from naval_update
13 Days Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
13 Days Ago
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
13 Days Ago
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13 Days Ago
Tweaked end of deep sea wipe radiations
13 Days Ago
Hooked up lights and exhaust effect
13 Days Ago
merge from naval_update
13 Days Ago
merge from naval_update/oilrig_boats
13 Days Ago
Missed one file
13 Days Ago
Possibly fixed NRE's when another player is placing a sail in range
13 Days Ago
wip deepsea transition grace period
13 Days Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
13 Days Ago
Regen tropical 1 mesh chunks
13 Days Ago
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13 Days Ago
- Lerp properly - Dirty system - CLeanup fire system
13 Days Ago
merge from oilrig_boats
13 Days Ago
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
13 Days Ago
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
13 Days Ago
Small Engine lighting & FX
13 Days Ago
Large oil rig do not spawn PT boats, only rhibs
13 Days Ago
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
13 Days Ago
Now rename them so they match the order they get dynamically set to
13 Days Ago
Rename buoyancy transforms so I can tell which side is which
13 Days Ago
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13 Days Ago
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.
13 Days Ago
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13 Days Ago
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13 Days Ago
Compile fix
13 Days Ago
- 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
13 Days Ago
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.