139,381 Commits over 4,474 Days - 1.30cph!

10 Months Ago
Compile fixes
10 Months Ago
Only show steering wheel health bar in edit mode
10 Months Ago
Rework steering wheel priv linking to fix save issue
10 Months 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)
10 Months Ago
squeeze bent normals into skin shader g-buffer
10 Months 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
10 Months Ago
Topologies
10 Months Ago
Final splatting/sculpts.
10 Months 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
10 Months 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
10 Months Ago
merge from misc_fixes
10 Months Ago
added indicators for ammo types: slug, smoke, buckshot
10 Months Ago
Fix muzzle fire appearing at the wrong place
10 Months Ago
Re-apply CodeGen
10 Months 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.
10 Months Ago
Swap to the rigged versions of the 50 cals
10 Months Ago
Reset some CodeGen to their state on /main
10 Months Ago
merge from fix_deep_sea_network_layer -> naval_update
10 Months Ago
CodeGen
10 Months Ago
Fixed front turret only reloading the left 50 cal
10 Months Ago
Rebase on /main
10 Months Ago
Fix SV_ReloadStart error on rear turret
10 Months Ago
Another manifest Finally working with some clean prefabs
10 Months Ago
bug fixes, cleaned up scene folders
10 Months Ago
audio clip properties updates
10 Months Ago
added ADS attack anim for rpg skin viemodel
10 Months 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
10 Months Ago
DLC tab background fading
10 Months Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
10 Months Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
10 Months 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
10 Months Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
10 Months Ago
Splats & sculpts.
10 Months Ago
Rebase on /main
10 Months Ago
Atlases, cleanup
10 Months Ago
Removed ability to repair helicopters that are in flight
10 Months Ago
merge from naval_update
10 Months Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
10 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
10 Months Ago
conditional art models, textures, material and initial prefabs setup
10 Months Ago
unlock test
10 Months Ago
Added sounds and support for an audio cue for when the wheel is centred
10 Months Ago
Realign rear turret again
10 Months Ago
Merge from shadow_cascades_light_leak_fix
10 Months Ago
Merge from main
10 Months Ago
Warhammer store page
10 Months Ago
edited small engine anims as they were too subtle previously
10 Months Ago
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
10 Months Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
10 Months Ago
Fix NRE in server builds when scientists are talking to each other