131,746 Commits over 4,232 Days - 1.30cph!
Fix shared names on blackjack machine collision, resolves warning
merge from main/naval_update/modular_boat_sounds
Dont allow ai turrets to move if ai.move is false
sound import setting tweaks
Dont move scientist boats if Ai.Move is false
Change scientist boat spawn edge margin from 300 -> 900
Early exit out our update loop if there are no connections inside a large radius
Add physics impact/lurch sounds to modular boats
Remove brute-force client side cached data update
naval_update -> scientist_boat_ai
merge from main/naval-Update
Fixed boats stopping if the player is on the edge of the plank
Add safe zone triggers to all floating cities, S2P+HLOD all of them
Merge from floating_cities
Fixed missing barrel transform on static sentries throwing NRE's when firing
WIll need to S2P floating citites, have other changes to make first
Fix elevators on floating city not working after a server restart
merge from force_scene_deep_sea -> naval_update
Enable `forceDeepSea` in GameSetup in all the tropical scenes
Re-add deepsea.cs convar file because plastic
- codegen
Add bool option to GameSetup to force the scene to be considered inside the deep sea
- sets convar `force_scene_deep_sea` to be true (editor only)
hooked up event birthday balloons with new prefab
Fixed Gravity/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Add 3rd skin for the mega gravity gun, used by c++ code
* Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations
* Fixed physics model not matching the visual model
Update some weapon icons with poor constrast
Fixed toolgun world model light origin
Add thumbnail for nb_example so people stop pestering about it
Potential fix for HUDWeaponPickedUp getting wrong entities
Updated TTT
* Add weapon group spawnflags to ttt_random_weapon
Antlion Grub ragdoll inherits color/material from the "npc"
* It's not a real NPC
Add a copy button to kick reason popup
balloon icons and set their health low
added sss to latex balloons, stripped out old gibs, fixed collision on speechbubble balloon, added new guidemeshes for all
Bunch of wip dock and edit work
Arctic Hazmat repose/lods
merge from naval_update/deep_sea
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
Restored BoatBuildingBlock retarget when entering portals
Fixed error when adding the same ent multiple times to crossing entities list
removed boat planner folder (files are now in planner folder)
Building planner wip
- rigged & skinned new mesh
- updated anims
- intial viewmodel setup
- Boat planner files moved to planner folder
- renamed models from blueprint to building_planner
- set up buidling planner worldmodel prefab
- gave planner entity appropriate suffix
Tropical 4 underwater treatment.
Tropical 3 underwater treatment.
Tropical1 underwater treatment
merge from naval_update/deep_sea
Set ghost ship prefabs as globally networked in deep sea realm by default
Tropical2 underwater treatment.
Moved deep sea portal OnTriggerStay to invokes
Added deepsea.printTriggerState command to debug the state of deep sea triggers
Build area must be free of players and entities for dock & edit to work
pt_boat_turrets -> naval_update
Update MustPlaceOnBoat error text
Can't try to fire whilst reloading
Masked out the rear 50 cal turret body animation
Added RequireNoParentBoat bool to SocketMod_BoatBuildingBlock, enabled for all boat-specific deployables.
Fixes placement of boat specific deployables on finished boats after recent layer changes.
Force seat position updates on the front turret. Gets around any of the weird pivoting with the player going closer to one or the other side of the turret
Moved position of red handle on explosives box to improve clearance with code lock