132,475 Commits over 4,232 Days - 1.30cph!

5 Hours Ago
merge from naval_update/oilrig_boats
5 Hours Ago
Missed one file
5 Hours Ago
Possibly fixed NRE's when another player is placing a sail in range
5 Hours Ago
wip deepsea transition grace period
6 Hours Ago
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
6 Hours Ago
Regen tropical 1 mesh chunks
6 Hours Ago
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6 Hours Ago
- Lerp properly - Dirty system - CLeanup fire system
6 Hours Ago
merge from oilrig_boats
Today
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
6 Hours Ago
Boat scientists killed on load by the KillBoat AILoadMode do not drop loot anymore
Today
Small Engine lighting & FX
Today
Large oil rig do not spawn PT boats, only rhibs
Today
Large oil kills the scientist boats spawned by the past puzzle reset when resetting again
Today
Now rename them so they match the order they get dynamically set to
Today
Rename buoyancy transforms so I can tell which side is which
Today
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Today
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.
Today
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Today
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Compile fix
- 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
Today
Rework killing certain children on boat death. Store a list at creation, populated with child added/removed. More efficient and flexible.
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
Today
Merge from ptboat_lightingfx
Today
Finalized
Today
Remove ramp sockets from hulls
Fixed Get Network Time compile error
Today
Revert hull_square, fucked it.
Today
Mege from parent
Today
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Today
merge from boat_building
Today
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Today
Fixed scientist boat groups accumulating near large oil rig after puzzle resets
Today
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Today
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Scene2prefab on all floating cities
Today
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Today
casino creak sounds and volume changes
Today
Fixed boat scientist all sleeping when the boat driver dies
Casino barge optimization / culled the entire exterior of the casino barge when you get inside Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside Various lighting optimizations
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
Today
Play codelock effects/sounds for steering wheel
Today
boat steering anim update
Today
single 50cal turret mount/dismount changes
Today
merge from space_checking_ore_spawners -> main
- Client auth with server validation (server auth and client prediction doesnt work for waves) - New setup for handling input validation - Setup force system for updates - Cleanup and remove some of the bloat thats developed
Today
Changed modding lootables ore spawners to ensure there are no deployables/construction objects in their space before spawning. - Added duplicate prefabs with suffix _nsc that do not have this check, for those who do not want this new functionality
Today
Diving Mask repose
Today
Space LR300 - updated worldmodel with LODs