156,776 Commits over 4,536 Days - 1.44cph!

1 Year Ago
meta_shift -> main
1 Year Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
1 Year Ago
merge from charity_plushies
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
mat tweaks
1 Year Ago
shaders in bundle
1 Year Ago
hook into construction guides, configurable backface blend, neutral material
1 Year Ago
Play recoil anim on the mounted player model, push up missing protobuf files
1 Year Ago
Clear one shot layer once the clip is done playing, add a full body mask.
1 Year Ago
Sync mounted player references to clients
1 Year Ago
Mannequin visibility
1 Year Ago
Swap mannequin models
1 Year Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
1 Year Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
1 Year Ago
Backup 2
1 Year Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
1 Year Ago
spacing out light sources more evenly on floating walkways prefabs
1 Year Ago
bird crap pass
1 Year Ago
merge from modding_custom_vitals -> main
1 Year Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
1 Year Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
1 Year Ago
Display "crafting quality" stat for consumables in description
1 Year Ago
supply barge signs added
1 Year Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
1 Year Ago
Adding boatBuilding station rig
1 Year Ago
Update: reimplementation of UI dynamic bundle Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable. Tests: built standalone and took snapshots
1 Year Ago
merge from detailed_inventory_error_messages -> main
1 Year Ago
Codegen
1 Year Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
1 Year Ago
Implement code review feedback
1 Year Ago
Cherrypick hackweek custom_vitals branch
1 Year Ago
merge from fix_max_hp_tea -> main
1 Year Ago
Fix client showing 100 HP when using max hp tea
1 Year Ago
merge from analytics_puzzle_reset -> main
1 Year Ago
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
1 Year Ago
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1 Year Ago
merge ghostship_npcs to naval_update
1 Year Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
1 Year Ago
Setup enemy spawners for all ghost ship variants
1 Year Ago
Merge from main
1 Year Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
1 Year Ago
Merging /main to /main/fpbuild
1 Year Ago
Added new livestock mesh and textures. created new material for newest livestock.
1 Year Ago
some detection and pushing to stop crewed playerboats from beaching themselves too badly
1 Year Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
1 Year Ago
Mounted weapon seat and mounted weapon owner system
1 Year Ago
String liights / added fill lights and tweaked string_light_300_a
1 Year Ago
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
1 Year Ago
Setup navigation for all ghostship variants