132,623 Commits over 4,232 Days - 1.31cph!

3 Minutes Ago
merge from ice_sculptures2/pointgrid_to_sdf
4 Minutes Ago
Merge from naval_update
8 Minutes Ago
Merge from naval_update
10 Minutes Ago
updated space station lr300 description
15 Minutes 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)
18 Minutes 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
22 Minutes Ago
updated ice sculpture description
21 Minutes Ago
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
25 Minutes Ago
updated item descriptions for birthday candle hat and balloon pack, removed SSS profile being used by latex balloons for now
25 Minutes Ago
Updated male model/prefabs
40 Minutes Ago
ore box texture pass
41 Minutes Ago
set up lr300 space entity with space gun rig
44 Minutes 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
48 Minutes Ago
Merge from parent
54 Minutes Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
55 Minutes Ago
Parent entities before initializing them
1 Hour Ago
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1 Hour Ago
Gibs and LODs for Artist Canvas S
1 Hour Ago
Balloon config UI improvements
1 Hour Ago
player update car pose change + IK adjustment
1 Hour 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
1 Hour Ago
don't let you push a PlayerBoat if you're parented to it
1 Hour Ago
Make sure placement error is correct for the deep sea build fix
1 Hour Ago
and added the texture too
1 Hour Ago
added store icon for birthday candle hat
1 Hour Ago
merge from deep_sea
1 Hour Ago
Fixed being able to build in the deep sea when looking at an entity
2 Hours Ago
setup worldmodel prefab for lr300 space gun
2 Hours 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 Hours Ago
Removed deep sea hackable crate map marker
2 Hours Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
2 Hours Ago
50cal_animations -> naval_update
2 Hours Ago
S2P all
2 Hours Ago
merge from boat_building
3 Hours Ago
50cal -> naval
3 Hours Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
3 Hours Ago
50cal_Animations -> naval_update
3 Hours Ago
50cal_animation -> naval_update
3 Hours Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
3 Hours Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
3 Hours Ago
Update all ship trigger parent shapes to match the ship
3 Hours Ago
Projector in stables_b now permanently on
3 Hours Ago
Merge from deploy_fixes_wip
3 Hours Ago
FX tweak to better faciliate adjacent wall.
3 Hours Ago
Try authority with higher yield state acceptance
3 Hours Ago
50cal_animations -> naval_update
3 Hours Ago
plugged gap in stairs_overhang_300x300_corner
3 Hours Ago
double 50Cal mounting sounds and shooting volume changes
3 Hours Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
3 Hours Ago
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