132,665 Commits over 4,232 Days - 1.31cph!

Today
play deploy effect when rotating sail
Today
Today
Add splash fx to triangle hull pieces
Today
merge from naval_update
Today
only play water sounds if modular boat is actualy in the water
Today
modular boat sinking and ambient low health sounds
Today
Fixed snow inside the entrance deep sea portal
Today
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Today
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Today
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Today
merge from naval_update/deep_sea
Today
Improved the deep sea billboards spawning positions
Today
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
Today
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
Today
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Today
merge from naval_update/deep_sea
Today
Fixed phrase conflicts
Today
Teleport trigger can also show toats
Today
Players cannot enter the deep sea when its about to close Added toasts telling you why you cant enter (or leave) - when its about to wipe - when you don't have the right boat - when you don't have a boat (swimming)
Today
Fixed blacklisted vehicles being blocked before reaching the portal when trying to exit the deep sea, they're now blocked halfway through like when entering
Today
Merge from parent
Today
Merge from parent
Fix server/none compile error in MeshTerrainRootRuntimeObject
Today
Mark steering anim as non-looping, fixes it flipping over when at 1
Merge from naval_missions
Merge from naval_missions
Today
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Today
Add new dwellings to manifest
Today
Add MeshTerrainRootRuntimeObject, needs to be added to objects that are spawned on a deep sea island that need terrain blending Added some textures to the TerrainBlendTest, our terrain blends seem to need something to render Deep sea islands now set the TerrainBlendSearchRoot to the island root in ClientInit
Remove accidentally comitted test script
Today
Merge from parent
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Today
Print deep sea radiation amount in deepsea.printState command
Merge from naval_update
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Today
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Yesterday
Tweaked end of deep sea wipe radiations
Yesterday
Hooked up lights and exhaust effect
Yesterday
merge from naval_update
Yesterday
merge from naval_update/oilrig_boats
Yesterday
Missed one file
Yesterday
Possibly fixed NRE's when another player is placing a sail in range
Yesterday
wip deepsea transition grace period
Yesterday
Added IReceiveDeepSeaNotifications. Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Yesterday
Regen tropical 1 mesh chunks
Yesterday
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Yesterday
- Lerp properly - Dirty system - CLeanup fire system
Yesterday
merge from oilrig_boats
Yesterday
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