132,936 Commits over 4,232 Days - 1.31cph!

2 Days Ago
merge from main/naval_update
2 Days Ago
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2 Days Ago
Extra files
2 Days Ago
More agressive LOD distances on improvised walkway set Changed LOD1 from 10 to 5 LOD2 from 25 to 15 Thin supports and railings culling set to 60 from 75
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2 Days Ago
Merge from naval_missions
2 Days Ago
Remove test script
2 Days Ago
Rename new missions to have helpful prefixes
2 Days Ago
10 second powerdown grace period (PlayerBoat.DeepSeaTransitionPowerDownGraceDuration) after a boat transfers.
2 Days Ago
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
2 Days Ago
Artist Canvas M - LOD and gibs and setup
2 Days Ago
Fixed the wrong toasts showing when crossing the deep sea unmounted but parented to a boat When waking up, you are unparented for a few frames, causing some fuckery
2 Days Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
2 Days Ago
merge from ice_sculptures2/pointgrid_to_sdf
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from naval_update
2 Days Ago
updated space station lr300 description
2 Days Ago
Fix some dialogue options going to the wrong resulting node upon being pressed (bug introduced in 137685 with fix for dialogue options showing the wrong response number)
2 Days Ago
- Boat vendor on floating cities no longer sells submarines - Misc improvements to boat vendor dialogue tree - English string localization fixes for various bits of NPC dialogue
2 Days Ago
updated ice sculpture description
2 Days Ago
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
2 Days Ago
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
2 Days Ago
Updated male model/prefabs
2 Days Ago
ore box texture pass
2 Days Ago
set up lr300 space entity with space gun rig
2 Days Ago
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
2 Days Ago
Merge from parent
2 Days Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
2 Days Ago
Parent entities before initializing them
2 Days Ago
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2 Days Ago
Gibs and LODs for Artist Canvas S
2 Days Ago
Balloon config UI improvements
2 Days Ago
player update car pose change + IK adjustment
2 Days Ago
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull More agressive distances for LOD1 on all casino elements
2 Days Ago
don't let you push a PlayerBoat if you're parented to it
2 Days Ago
Make sure placement error is correct for the deep sea build fix
2 Days Ago
and added the texture too
2 Days Ago
added store icon for birthday candle hat
2 Days Ago
merge from deep_sea
2 Days Ago
Fixed being able to build in the deep sea when looking at an entity
2 Days Ago
setup worldmodel prefab for lr300 space gun
2 Days Ago
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 Add tracer effects to Shotgun/Annabelle fired by NPCs Fixed rapidly loading models (dupes) affecting model translucency flags * Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions. Try to occasionally compact pending sounds vector * Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out. Clear m_CompensatedEntities of invalid entities every second * To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server 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) Fixed Player:DropObject not working for Physics Gun without the arg Particle Editor search and Copy Name button Reset particle preview when it was hidden and became visible * "Fixes" some particle previews just becoming blank after a while of not being simulated. Minor cleanups func_conveyor affects physics props
2 Days Ago
Removed deep sea hackable crate map marker
2 Days Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
2 Days Ago
50cal_animations -> naval_update
2 Days Ago
S2P all
2 Days Ago
merge from boat_building
2 Days Ago
50cal -> naval
2 Days Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
2 Days Ago
50cal_Animations -> naval_update