132,665 Commits over 4,232 Days - 1.31cph!
play deploy effect when rotating sail
Add splash fx to triangle hull pieces
only play water sounds if modular boat is actualy in the water
modular boat sinking and ambient low health sounds
Fixed snow inside the entrance deep sea portal
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merge from naval_update/deep_sea
Improved the deep sea billboards spawning positions
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
Fixed portal backing collider not spawning after a save loading. Added it to the prefab directly instead of spawning it in code, much simpler
merge from naval_update/deep_sea
Teleport trigger can also show toats
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)
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
Fix server/none compile error in MeshTerrainRootRuntimeObject
Mark steering anim as non-looping, fixes it flipping over when at 1
Merge from naval_missions
Merge from naval_missions
Enabled optimize game objects on small engine, strips out all of it's bones at runtime
Add new dwellings to manifest
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
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Print deep sea radiation amount in deepsea.printState command
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.
Tweaked end of deep sea wipe radiations
Hooked up lights and exhaust effect
merge from naval_update/oilrig_boats
Possibly fixed NRE's when another player is placing a sail in range
wip deepsea transition grace period
Added IReceiveDeepSeaNotifications.
Entities using the interface will have OnEnterDeepSea / OnExitDeepSea called.
Regen tropical 1 mesh chunks
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- Lerp properly
- Dirty system
- CLeanup fire system
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