158,909 Commits over 4,566 Days - 1.45cph!

1 Year Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
1 Year Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
1 Year Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
1 Year Ago
Merge from Project_Hammer
1 Year Ago
Merge from slots_optimize
1 Year Ago
Fixed caboose slot machine
1 Year Ago
Add max texture resolution information for skinnables in the workshop scene
1 Year Ago
Merge from main
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from auth2
1 Year Ago
Merge from naval_update
1 Year Ago
Compile fixes
1 Year Ago
Only show steering wheel health bar in edit mode
1 Year Ago
Rework steering wheel priv linking to fix save issue
1 Year Ago
Minor cleanups Cleanup GMOD_Player class a little bit * Moved public fields to private for those that already had accessors Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw * The hooks will no longer be called while they are already being executed Better descriptions for gm_snapangles and gm_snapgrid Merge small fix for LuaJIT Optimized some CVEngineServer functions to do with looping over player list * Also fixes some pointless compile warnings Fixed more compile warnings Optimizations for GM:PlayerCanHearPlayersVoice usage * Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth * Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others * GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks * GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
1 Year Ago
squeeze bent normals into skin shader g-buffer
1 Year Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
1 Year Ago
Topologies
1 Year Ago
Final splatting/sculpts.
1 Year Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
1 Year Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
1 Year Ago
merge from misc_fixes
1 Year Ago
added indicators for ammo types: slug, smoke, buckshot
1 Year Ago
Fix muzzle fire appearing at the wrong place
1 Year Ago
Re-apply CodeGen
1 Year Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
1 Year Ago
Swap to the rigged versions of the 50 cals
1 Year Ago
Reset some CodeGen to their state on /main
1 Year Ago
merge from fix_deep_sea_network_layer -> naval_update
1 Year Ago
CodeGen
1 Year Ago
Fixed front turret only reloading the left 50 cal
1 Year Ago
Rebase on /main
1 Year Ago
Fix SV_ReloadStart error on rear turret
1 Year Ago
Another manifest Finally working with some clean prefabs
1 Year Ago
bug fixes, cleaned up scene folders
1 Year Ago
audio clip properties updates
1 Year Ago
added ADS attack anim for rpg skin viemodel
1 Year Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
1 Year Ago
DLC tab background fading
1 Year Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
1 Year Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
1 Year Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
1 Year Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
1 Year Ago
Splats & sculpts.
1 Year Ago
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1 Year Ago
Rebase on /main
1 Year Ago
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1 Year Ago
Atlases, cleanup
1 Year Ago
Removed ability to repair helicopters that are in flight
1 Year Ago
merge from naval_update